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Messages - account13123

#31
General Discussion / Re: Minor Plants- stats?
May 22, 2019, 07:19:45 PM
I'm not asking about the how-to basics of horticulture and landscaping in Rimworld.

I'm trying to find out how much brambles and tall grass slow down pawns(exact figure not guesses)


<ThingDef ParentName="PlantBase">
<defName>Plant_TallGrass</defName>
<label>tall grass</label>
<description>Wild tall grass. Slows down anyone moving over it.</description>
<statBases>
<MaxHitPoints>90</MaxHitPoints>
<Flammability>1.3</Flammability>
<Nutrition>0.16</Nutrition>
    </statBases>
<pathCost>15</pathCost>
<graphicData>
<texPath>Things/Plant/Grass</texPath>
<graphicClass>Graphic_Random</graphicClass>
</graphicData>
<hideAtSnowDepth>0.5</hideAtSnowDepth>
<ingestible />
<plant>
<fertilitySensitivity>0.7</fertilitySensitivity>
<growDays>3</growDays>
<harvestWork>60</harvestWork>
<maxMeshCount>9</maxMeshCount>
<visualSizeRange>
<min>0.7</min>
<max>0.85</max>
</visualSizeRange>
<topWindExposure>0.4</topWindExposure>
<wildClusterRadius>4</wildClusterRadius>
<wildClusterWeight>10</wildClusterWeight>
<wildOrder>1</wildOrder>
</plant>
</ThingDef>


<ThingDef ParentName="PlantBase">
<defName>Plant_Brambles</defName>
<label>brambles</label>
<description>Tangled, thorny, woody shoots covered with leaves. Brambles grow in clusters, and slow down anyone moving over them.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Nutrition>0.2</Nutrition>
</statBases>
<pathCost>15</pathCost>
<graphicData>
<texPath>Things/Plant/Brambles</texPath>
<drawSize>1.7</drawSize>
<graphicClass>Graphic_Random</graphicClass>
</graphicData>
<ingestible />
<plant>
<fertilitySensitivity>0.7</fertilitySensitivity>
<growDays>3</growDays>
<harvestWork>60</harvestWork>
<maxMeshCount>4</maxMeshCount>
<leaflessGraphicPath>Things/Plant/Brambles_Leafless</leaflessGraphicPath>
<visualSizeRange>
<min>0.7</min>
<max>0.85</max>
</visualSizeRange>
<topWindExposure>0.15</topWindExposure>
<wildClusterRadius>4</wildClusterRadius>
<wildClusterWeight>200</wildClusterWeight>
      <wildOrder>1</wildOrder>
      <wildEqualLocalDistribution>false</wildEqualLocalDistribution>
</plant>
</ThingDef>


All I see in the raws are "pathCost" which is weight to the AI's pathfinding algorithm and not a measure of pawn speed reduction

It's not in the XML and it's not on the wiki, is it a hidden hardcoded thing or what?
#32
General Discussion / Minor Plants- stats?
May 22, 2019, 12:06:24 PM
I'm talking about tall grass, brambles and the like. I'm playing a naked solo game and thinking stuff like, "should I cut that patch of bramble or leave it?" But that decision weighs on stuff like, "How much does it slow movement?" The game's display ignores it, the wiki doesn't mention it exists, it can't be selected(hence "minor") so I can't see its stats page. If it slows pawns down a lot, it might be worth cultivating strategically as natural barbed wire; if not, I need the space!

tl;dr What are the precise effects of tall grass, brambles and any other similar plants I'm neglecting to mention?
#33
I found an incompatibility with another mod. When using this with Misc. TurretBase, that mod's turrets miss every shot and throw the below red error into the log most times they shoot at a pawn:

Exception ticking Bullet_BoltActionRifle121403: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at TargetingModes.TargetingModesUtility.CanUseTargetingModes (Verse.ThingDef,Verse.Thing) <0x001aa>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>


This happens regardless of which of the two mods is on top of the other. Uninstalling Targeting Modes removed the issue.
#34
Releases / Re: [1.0] Miscellaneous w MAI+Robots
May 21, 2019, 04:11:00 PM
I found an incompatibility with another mod. When using this with Targeting Modes, your turretbase turrets miss every shot and throw this red error into the log each time they shoot at a pawn:

Exception ticking Bullet_BoltActionRifle121403: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at TargetingModes.TargetingModesUtility.CanUseTargetingModes (Verse.ThingDef,Verse.Thing) <0x001aa>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>


This happens regardless of which of the two mods is on top of the other. Uninstalling Targeting Modes removed the issue.
#35
Releases / Re: [1.0] Archotech Expanded
May 21, 2019, 02:24:45 PM
Walls with 350,000 HP might be ludicrous in gameplay... but they're a godsend for mucking about with weapons in testing.
#36
I'm doing some testing to see what the best trait/bionic combinations are and this involves making over a dozen pawns swap weapons over a dozen times. I'm NOT doing that manually lmao.

It's absolutely silly that this isn't a stock feature, thanks for making this.
#37
Releases / Re: [1.0] Wall Light
May 21, 2019, 05:03:44 AM
Quote from: Murmur on May 19, 2019, 08:31:45 PM
Have to figure out a few issues first, like making wall lights and switches not attackable from the outside, and make it so they aren't flickable from the outside either. I haven't been able to come up with a solution as of yet.

Those would be sensible improvements, but I'd instantly install a beta version without them!

Edit- haplo's fixed his wallswitches(sans the above improvements you want for yours) so the pressure's off.
#38
I found out about this mod today and while searching, I found this; someone on Reddit claims to have updated it for 1.0. Use at your own risk, not my mod, and related disclaimers apply.

https://www.reddit.com/r/RimWorld/comments/9zzcjo/does_make_war_not_love_work_for_10/
#39
Quote from: Ruisuki on April 23, 2019, 10:47:44 PM
miss spotlight turret

Spotlight Turret 1.0 is under the name Projector on the github(the changelog mentions the rename, but the thread hasn't been updated to reflect it.) Thought it wasn't updated for a minute until I read the thread again.
#40
Releases / Re: [1.0] Wall Light
May 19, 2019, 11:34:16 AM
Perfect addition to my game, every room has at least 1 less tile cluttered by ugly lamps.

Do you think you could also make wall switches?
#41
What's the status of the wall switch? The description mentions it, but people on Steam were saying it's broken, and there isn't a thingdef for it in the mod
#42
I wanted to use Replace Stuff alongside Materials for Coolers. However, replace stuff includes a cooler designed for double-walled freezers. This item is nifty, but it's put into a context menu on the stock and modded overwall coolers- preventing Materials for Coolers' context menu to choose material and forcing coolers built to be wood.(see attachments)

I was able to find a hacky middle option(renaming OverWallCoolerVent.xml and CoolerOverWallPatches.xml) which allows material selection but with a visual bug- the constructor shows the input and output of a wide cooler, though a regular cooler is built. Of course, this means losing overwalls as well.

In the end I just uninstalled Materials for Coolers. If the wide cooler could be added as its own item(you're making space for it by hiding the stock coolers that your over-walls make obsolete) it should at a minimum allow MfC to pick stuffed stock coolers, yeah?

ps, the other mod's author is also aware and might find a fix on their end as well.

[attachment deleted due to age]
#43
About Dismiss Trader, does dismissing a trader give you any penalty such as a chance they will be insulted at being sent away? If not, that might be a fun addition. Or maybe a "fun" addition, if they had a small chance to turn hostile  ;D
#44
Does Rimhair require rimsenal core for some reason, since it's just a hair mod?
#45
Releases / Re: [1.0] Better Loading Mod
May 19, 2019, 03:41:52 AM
Excellent! The first time I loaded RimWorld I muttered to myself that I wished it had something like this instead of just 'loading...'