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Messages - isistoy

#151
From what I understood from his post, he compiled the existing source code for RedistHeat and apparently, that code was already up to date with specific issues that are named here recently.
Possibly no changes were made to the source code at all, only compiling source to a new dll. Then, I can't say for xml.
#152
General Discussion / Re: Rimworld Alpha 12/1.0
August 06, 2015, 10:45:40 PM
Feature-wise, this one might be a big time killer to test and a lot of concurrent efforts might be needed in the process (and that's where we might all be of some help)...
Hopefully discovering wonders only, but let's take this seriously :D
#153
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.  Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Thanks for the confirmation, the code repository is also a reading baseline for me, currently.
#154
General Discussion / Re: Rimworld Alpha 12/1.0
August 06, 2015, 10:03:06 PM
Looks like we are gonna soon have some work to do :)
#155
Is this exception coming when loading an old save back?
#156
Help / Re: Troubles with Job_Drivers
July 29, 2015, 10:01:30 AM
Sorry, but what do you mean by: it breaks original concept of Jobs? I don't understand if you talk about the way you did it or if you talk in general... Anyway. Nice that you found your way to do it without Toils.
#157
Help / Re: Troubles with Job_Drivers
July 28, 2015, 10:10:35 PM
It breaks original concept of jobs, IF you don't need to encap them so they are chained in a way, like vanilla does sometimes, or to do any specifics.
#158
Ideas / Re: Write an event!
July 28, 2015, 02:26:29 PM
Subtle, but could be a decisive game changer!
#159
Help / Re: Troubles with Job_Drivers
July 28, 2015, 06:25:57 AM
You could possibly add the tool dropping as a finish action of your cutting Toil, then if it still exists and can be reserved, try to engage hauling?
I suppose if last toil is not possible or previous one interrupted, the tool would be avail. and taken by any other hauler.
#160
Hey guys,

I am having a look at the possibility to create buildings that enclosed Rooms and other stuff in it.

Question: is there any possibility to get a building like, containing invisible walls?

Thanks in advance
#161
France and got into RW because of Yogcast Sips.
I should troll his reddit from now on, until he makes another series!
#162
Mods / Re: I need a Pawn with OCD
July 26, 2015, 08:51:23 PM
Ahaaa, that be quite the trait that would contribute to random domestic tasks paranoia, possibly accentuated by bad mood effects (Happily, there is no <paying bills> jobs in RW :D)
#163
Ideas / Re: Write an event!
July 26, 2015, 08:14:40 PM
Quote from: b0rsuk on July 26, 2015, 12:52:24 PM
Quote from: Kegereneku on July 26, 2015, 10:07:24 AM
The migration idea just feel like "even more meat" to me, that's ok for Ice-sheet and post-Fallout but most biomes don't need it much.
...A dangerous stampede however... I wonder if it can be coded.

I've been thinking about it. Yes, cargo pods may as well be called meat pods. So maybe once this event is introduced, meat pods can come less often ? There will mostly be pods for things that aren't edible.

Stampede might be simulated by "animal(s) went mad" event happening during the migration event. Or maybe Evil Ship activates while there's a migration ?

Wargs should primarily go after loose meat and corpses. Events like that would reduce the amount of freely available meat.

Yes, Animal Migration would be a great idea!
I just had a light coding xp of how to get a specific ThinkTree in place and spawning custom pawns (Project K9). These babies were able to eat meat, or a corpse (and generate byproducts) or even attack other pawns on the map.
They were planned to be generated as wild animals but I suppose having them come out during a specific event instead is doable...
I still dunno if the specific Thinktree would be needed here though...
Balance was a concern we did not have the time to go through and project is alted right now (A12 will change a lot of things for animal taming)...

We might be closer than ever from seeing Tynan create such an event, based on his own set of upcoming vanilla features ;)
#164
Tynan, if we could have the complete architectural UML modelling of next vanilla changes, please?  :)



No offense meant and that was on purpose overreaction here, from my part.

Just to say it can be difficult to engage changes when in such potential complexity, single-handed.
I'm not even talking about maintaining a community life in parallell :D

Let's wait a bit to get a better idea of the results... my 2cents
#165
Outdated / Re: [A11] Animal Hide Working (v2.06)
July 09, 2015, 01:20:27 AM
Quote from: ItchyFlea on July 08, 2015, 08:32:15 AM
Quote from: isistoy on July 08, 2015, 06:43:26 AM
It is a vanilla game change. Check your workgiver classes. I believe there is no workgiver_unfinishedthings as is, anymore
Thanks for pointing that out. I didn't think xml code would be altered in the 11b update.
No pbs, just got my first bite of this and it is of a conflicting taste, to say the least :)