[B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld

Started by Telefonmast, December 29, 2016, 11:07:56 AM

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kubolek01

Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

Telefonmast

Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?

Since Tiberium is based on plants this is basically the easiest way to just keep it at Plant Cutting instead of reinventing the wheel. It makes it a bit more micro-managing intense but I think it can be handled.
Besides once harvesters arrive there will be no more plant cutting pawns needed.
Telefonmast - Ready to give you good phone connection!
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sirgzu

Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?
I use the PathAvoid mod (https://ludeon.com/forums/index.php?topic=33027.0), all you have to do is set an avoid area over your tiberium fields and your pawns will go around. only drawback is that you have to adjust the area manually as the fields grow but still makes life a lot easier. Also you can make use of the vanilla game restricted areas to ensure that only a pawn with protective gear has access to the field so unprotected plant cutters won't go wander in the fields to cut crystals.

Techgenius

Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?

You could try messing around with area designing and forbid unprotected pawns from walking around tiberium growth pockets

Canute

Maybe ask dubwise,
at his MARS mod he got an EVA locker which auto. set zone to the pawn when the wear the EVA suit or remove it.
This could be adapt to the protection suits, while they wear them the zone is unrestricted, without just homezone or another zone.

Telefonmast

Minor Patch Released -

Values adjusted and exploits handled.
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Cornishdude152

Hey :) i apologize for my punctuation, not too long ago a veinhole appeared on my map i left it for a while until it started growing vein-hubs but for some reason it cant be destroyed, i first bombarded the veinhole using artillery.. nothing, after reloading i then sent my strongest character to destroy it with melee still nothing each time with both bombard and melee its health got to zero and thats it, reloaded again and tried to destroy it using dev-mode and i get this..


NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__ABC () <0x00152>
at Verse.DebugTool.DebugToolOnGUI () <0x00074>
at Verse.DebugTools.DebugToolsOnGUI () <0x00020>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00171>
at Verse.Root.OnGUI () <0x000c6>


when i attacked with melee i got a massive spam wall, if you need that i'll post that as well.

Telefonmast

Quote from: Cornishdude152 on August 30, 2017, 09:12:15 AM
Hey :) i apologize for my punctuation, not too long ago a veinhole appeared on my map i left it for a while until it started growing vein-hubs but for some reason it cant be destroyed, i first bombarded the veinhole using artillery.. nothing, after reloading i then sent my strongest character to destroy it with melee still nothing each time with both bombard and melee its health got to zero and thats it, reloaded again and tried to destroy it using dev-mode and i get this..

[Error Log]

when i attacked with melee i got a massive spam wall, if you need that i'll post that as well.

Please provide all information you have in as much detail as possible.
Telefonmast - Ready to give you good phone connection!
- My mod project

Cornishdude152

Exception in Tick (pawn=Grunt, job=AttackMelee A=Thing_Veinhole_TBNS3966610, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000d4>
at RimWorld.Verb_MeleeAttack.TryCastShot () <0x003a1>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.WarmupComplete () <0x00028>
at (wrapper dynamic-method) Verse.Verb.TryStartCastOn_Patch1 (object,Verse.LocalTargetInfo,bool,bool) <0x0056a>
at RimWorld.Pawn_MeleeVerbs.TryMeleeAttack (Verse.Thing,Verse.Verb,bool) <0x001dc>
at Verse.AI.JobDriver_AttackMelee/<MakeNewToils>c__Iterator1B5.<>m__771 () <0x00080>
at Verse.AI.Toils_Combat/<FollowAndMeleeAttack>c__AnonStorey4DE.<>m__7C5 () <0x00275>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=, curJob.def=AttackMelee, curDriver=Verse.AI.JobDriver_AttackMelee



Exception ticking Grunt: System.NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000d4>
at RimWorld.Verb_MeleeAttack.TryCastShot () <0x003a1>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () <0x00053>
at Verse.Pawn.Tick () <0x0028c>
at Verse.TickList.Tick () <0x002c0>


ChJees

Got a feeling you need to use HeldMap instead of Map when doing stuff post destruction.

Telefonmast

Telefonmast - Ready to give you good phone connection!
- My mod project

Cornishdude152


kubolek01

Well it's still fuckin up work, even with restrictions in areas. Best idea? All in suits!
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

Evmeister

So I've set the "Producer setting" to 100 and the Tiberium growth still seems slow. Is there any way I can accelerate it? Sorry I know this has probably been asked before.

Telefonmast

Quote from: Evmeister on September 13, 2017, 06:24:26 PM
So I've set the "Producer setting" to 100 and the Tiberium growth still seems slow. Is there any way I can accelerate it? Sorry I know this has probably been asked before.

The "Producer Setting" sets how many producers(Green/Blue Craters, Blossome Trees etc) are allowed to spawn, not the spawnrate/spread-rate of tiberium.
Telefonmast - Ready to give you good phone connection!
- My mod project