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Messages - henk

#31
Yes, integrity check on steam. Deleted Core folder and made ic again. Still happening.
How many times you tried?
#32
Checked integrity of files. I tried reproduce it after that - after 6th trap I got an error
#33
The bug reported here still happens. Very often.
Reproduce steps:
Create killbox with traps.
Create invasion with centipedes.
Lure centipede to 1-3 traps.

Ofc it happens without any mod enabled.
#34
Releases / Re: [1.0] A RimWorld of Magic
June 27, 2019, 10:39:12 PM
There seems to be a problem with the enchanter Polymorph spell - downed polymorphed creatures don't change back. I have a poppy that was hit by my polymorph and turned into a panther, it never despawned and remained a panther.
#35
Releases / Re: [1.0] A RimWorld of Magic
June 11, 2019, 11:34:23 PM
QuoteSevere levels of Arcane Weakness and Mana Sickness will cause the affected pawn to seek bed rest

Does that mean bed rest reduce arcane weakness faster, or are they just resting because they're not very useful when arcane weakened?
#36
Releases / Re: [1.0] Giddy-up! (animal riding)
March 14, 2019, 01:35:24 PM
I see, my approach would have been too easy xD.
Thanks for the explanation. I'm looking forward for the changes in the jobs fixing constructions with components and hunting.
Do you already have a timeline for those fixes?
Thanks for your efforts.
Greets
#37
Releases / Re: [1.0] Giddy-up! (animal riding)
March 13, 2019, 04:30:16 PM
Quote from: Roolo on March 13, 2019, 04:21:02 PM
Trust me, I've thought this through. Take in mind that many jobs shouldn't be performed on a mount, but even for those jobs, you want the pawn to ride to the job. With your approach, pawns would end up in bed with their mount, they'd perform surgery on their mount etc. etc.

No, they wouldn't. Because jobs like sleeping, surgery, etc. would be within the requirements in No. 1 and 2 (edited part in thread above).
[Exception]
If job = surgery, sleeping etc. -> only ride to job location and get off animal before doing actual Vanilla task No. 1 (=surgery, sleeping) again. (step No. 3 as above)
[/Exception]

Quote from: Roolo on March 13, 2019, 04:21:02 PM
Anyhow, please take in mind I spent countless hours on developing this mod, and I made decisions for reasons that might be hard to follow if you're not familiar with the code.

Alright alright xD. I trust you on this. As mentioned I am clearly no programmer, coder or whatever and am in fact not aware of any code of the game.
If you say it is not possible, it just isn't. Thanks for the clarification ;).
#38
Releases / Re: [1.0] Giddy-up! (animal riding)
March 13, 2019, 03:48:27 PM
Quote from: Roolo on March 13, 2019, 03:42:26 PM

That wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started.
[...] But either way, an exception is needed.
Yes, that is how it works now (with your code). But couldn't you have it coded another way?
Like this:
TargetA -> Go to animal and get on its back -> Command finished (no further commands, targets or whatever).
From there on the normal Vanilla commands start / take effect. With all their exceptions and targets as we mentioned above.
So it is just a normal pawn (riding an animal) doing his jobs. With exceptions for 'no riding zones' of course.

So instead of having one huge string of commands at once you split them completly. One command is to ride an animal. Afterwards a whole other command starts.
Or will this lead to problems because the pawn is now strapped to an animal? xD

The whole command chain would look like this:
[Ride and Roll Mod]
1. Start task (for example hunting) (check for pet within range that was applied in mod options and check for no riding zones).
[Exception]-> And check for job category. If sleeping, surgery, putting out fire, watching TV, cooking, etc. etc. -> just ride to location, get off animal, then go on with step 3.[/Exception]
-> You could also put this exception after step No. 2. So that a pawn will ride to a sleeping, surgery, etc. job but then gets off the animal if exception = sleeping, surgery, etc. = true. But I don't want to tell you where to place your exceptions xD
2. If restrictions fit the requirement get on the animal.
[/Ride and Roll Mod]
[Vanilla]
3. Start same task again, the same as mentioned in No. 1 (hunting) (but now the tasks of Vanilla take effect).
4. Ride / go to task and do the task as stated in Vanilla.
[/Vanilla][/b]
[Ride and Roll Mod]
5. After finishing the task start all over with No. 1
-> if requirements fit, stay on animal and just go on riding to next job
-> if one requirement doesn't fit, get off animal and walk to task (or ride to nearest 'get off animal spot' and get off animal there).
[/Ride and Roll Mod]
#39
Releases / Re: [1.0] Giddy-up! (animal riding)
March 13, 2019, 03:12:14 PM
Thanks a lot. Now I actually understand what happens :).
And thank you for fixing it. In case of a turtle it is no biggy but attacking a Thrumbo is a whole lot different with this distance thing ^^.

If I find other jobs with the same problem I will reply here again.

Quote from: Roolo on March 13, 2019, 03:06:25 PM
Vanilla or not, it is still annoying, so I'll think of a fix (probably I'll just make another exception so the "ride to job" job doesn't go to the first job target for hunting, but to a cell with a minimum distance from the first target).
What do you mean exactly? A fixed minimum distance for all weapon types? Or variable distances like in Vanilla?

I don't get it. Can't you just sort of copy paste the code from Vanilla? Why is this not possible? With or without pet riding doesn't make a lot of difference, does it? There would be no need for more exceptions in your code.

You said yourself: 'There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.'

But as a matter of fact the game (Vanilla) knows which target is the first, second, third target for each and every job. So there has to be a code for this. Can't you go with this code and align the rest around it? At least that is what I would try to accomplish (as a not-programmer ^^').
#40
Releases / Re: [1.0] Giddy-up! (animal riding)
March 13, 2019, 01:01:30 PM
Quote from: Roolo on March 12, 2019, 11:20:27 AM
1. Fixing machines with components:
This results in Giddy-up sending the pawn to the wrong target.
This problem used to be present with a lot of jobs, and I had to manually fix it for different jobs. There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.

Damn that sucks. Is there no way to take over the job target order of Vanilla?

Quote from: Roolo on March 12, 2019, 11:20:27 AM2. Hunting:
Sure this isn't just vanilla behaviour? I've seen this happen in vanilla as well since B19.

hm good question. I'm not sure about this anymore. But to be honest I never (or rarely) saw that happen before applying Ride and Roll.

Case 1 (Vanilla):
When a hunter is on foot he sets his target to the location where he can hit the anmial. In case of a long range weapon this target will be far away to the actual prey he is hunting.
When he arrives at this location he is shooting the prey (or if the animal wandered off he will walk towards it and then shoot but still with a certain minimal distance).
Case 2 (Ride and Roll):
Now with Ride and Roll it's different. The hunters target A isn't the spot far away anymore. The Ride and Roll mod tells him to go (or better: ride) to target A which in this case is the prey itself instead of the spot far away.
But please consider: this is the case when pets are not allowed for hunting. I really think this will be different if I set this option to enabled but I haven't tried that yet.

Of course it could have happend in both cases that the hunter went to the correct target but only the prey has moved to this same exact target in the meantime and therefore the animal was in range and he immediately shot at it (although too close).

But I don't want to lie to you so I will check this out again to be sure ;).

EDIT:
Ok I tested it again and now have the results. In a nutshell: unfortunately it is the fault of your mod ;)

Hunting:
-> Case 1 (with Ride and Roll, pets not allowed to be hunted with):
https://www.directupload.net/file/d/5390/a4nhq5ok_png.htm
As you can see the target indeed is the prey itself (and the hunter is equipped with a long range weapon).
The prey only walked off a little before I took that screenshot so don't mind the offset to the turtle/tortoise whatever ^^.
EDIT: Even if the prey moves before the hunter arrives the target will automatically switch to the prey again. So wherever the prey goes, the target will always! be the prey itself. I took the screenshot above (and the one below) right before the target could adjust to the new position of the prey. It scans its position every few seconds.

-> Case 2 (with Ride and Roll, pets allowed to be hunted with):
https://www.directupload.net/file/d/5390/np7gbc85_png.htm
Exact same thing happens when pets are allowed to be hunted with. I thought this could be different, but no it isn't.
Same statement of case above applies here.

-> Result (in both cases):
https://www.directupload.net/file/d/5390/5u5bhrx6_png.htm
When the hunter arrived he himself noticed that he is too close now (because he rode directly to the prey). But instead of walking far away to shoot he only took like 3 steps back or something (but this actually could be the fault of Vanilla, I don't know ^^').

Now to make clear the difference:

-> Vanilla, Ride and Roll mod disabled:
https://www.directupload.net/file/d/5390/t8po2r2v_png.htm
When I select a target to be hunted it at first looks like this (not a lot different to your target setting).

BUT!: This is what it looks one second later:
https://www.directupload.net/file/d/5390/8yyp7ybq_png.htm
The hunter rearranged the distance to his target according to his weapon type.
Notice how the hunter only walks up to a certain distance (at the bottom right hand corner) while the prey is far away (at the top left hand corner).

This is what doesn't happen with your mod enabled.
So you might wanna look into this.

PS: If you need me to test other cases / scenarios / settings I'm willing to help you out in order to find the exact problem.
#41
Releases / Re: [1.0] A RimWorld of Magic
March 13, 2019, 12:04:38 AM
Why stop at gas grenades? Create a whole mad scientist class! Insane weapons! Wacky results! Let the madness take you!
#42
Quote from: Dr_Zhivago on March 08, 2019, 05:30:02 PM
If you select a job to be worked by only one person, then only that person will do that job. If the job is set to "everyone" then everyone can work on the same project, without making 10 different unfinished products.
Thx for the reply. Then this mod really comes in handy :).

EDIT:
After trying I can tell it works. But with one minor bug.
If you set only one colonist to work on a certain object (certain bill) this colonist only will work on it (so far so good).
But the description still says 'Autor: Everyone' (although I checked, only the chosen colonist works on it, it's forbidden for the others).
So it's just a label bug, nothing important as long as it works ;).
#43
But what if my workbench setting says different?
There is an option in almost every workbench to only let certain people do this task. What if I chose person A to work on this project only (because of highest skill). Will person B still work on it after it was paused by A with this addon (because it was changed to everyone)?
Or does the workbench setting overwrite the mod setting?
#44
Releases / Re: [1.0] Giddy-up! (animal riding)
March 07, 2019, 09:23:08 PM
I found a bug in Giddy-up! Ride and Roll.
-> Using Giddy-up! Ride and Roll v.1.1.1 (Jan 22, 2019) and Giddy-up! Core v.1.1.4 (Mar 2, 2019).

I give you two examples to make it clear:

1. Fixing machines with components:
Worker stands in place 'A' and wants to fix a turret in place 'B' (replacing a component, not just repairing) so he gets on a ride to get there faster.
When the animal taxi arrives at place B he gets off his ride but still needs a component to fix the turret. So far so good but now the trouble starts.
The worker who just arrived in place B still thinks he is in place A (where the fixing task was initiated, before getting on his ride) so he looks for this component in place A instead of B. What does that mean?
He walks aaaaaall the way back to place A to get the component just to walk back to B and fix the turret.
So in short: Start (A) (without component) -> Ride with Animal (to B) (without component) -> walk back (to A) (to get component) -> walk back (to B) (fix turret).
The component he needs could lay just next to the turret (=place B) but he will get to place A anyway. Unless of course the component at the turret is the closest to place A. Or when it's the only stock with this kind of component in the base ^^.

The thing is, I stack my repair components all over my base in order to speed repairs up (keeping walking ways short).
But with Ride and Roll this doesn't work anymore as in the example described.

2. Hunting:
Another thing is the hunt: A hunter gets on a ride to his prey (he is armed with a sniper rifle, for long range). He rides directly in front of the hunted animal, gets off the ride and immediately starts to shoot the animal. The end of this story, the animal starts to rage because the hunter was too close.
I deactivated 'Use animal for hunting' if this makes a difference. So the animal in this scenario is just a taxi and will not take part in the actual hunt. The hunter gets off his ride and shoots his prey on foot.

Solution?:
I guess both examples are caused by the same thing. There should be another routine after a colonist gets off a ride.
In this routine there should be something like 'Start original task again'. If I'm right the hunter will back off a little with his long range weapon and the worker who repairs the machine will look in place B for the closest component to fix his job.
Although I'm not sure this really will work for the hunter. If not maybe something like 'If ride to prey' Then 'Get off 10-20 tiles prior to destination / the animal'.

Or you put even more work into it and create something depending on the job that is done next (but I don't expect something like that :D):
-> ' If doing task where component is needed' Then 'Get component first' (with a ride of an animal first, so the task and the ride are splitted into two tasks / two rides).
-> ' If going for a hunt' Then 'Keep minimum distance according to weapon' (short / middle / long ranged).

But after all I'm no programmer so you tell me what could (or could not) be done in that matter.

Anyway, nice mod collection. Keep it up!
Best regards.
#45
small warning:
points are kept when a new game is started

streamer starts a new game
then someone does ( don't want to say it was me)
!buyevent bigraid
(that costs ~750 points and lowers your karma from 100 to 50)
the whole colony is messed up
and the one who did it can now unfollow and never watch again cause he won't get many points from now on and he can't interact anymore


still... the streamer "can" restart a new game now
(not worth at all just to lose one troll)

there is no option to stop this with the standard settings
needs not much time to get 750 points by just viewing

hint: change some things like the option to call in the raids after some time/days passed when a new colony is started by standard