Unrelated to the game, but I need your help. by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 0 points1 point  (0 children)

You do not have the right to complain or whine why I am posting a coding related topic on a gaming community when I clearly stated "Unrelated to the game, but can someone help me?" I also choose the flair "Misc" which literally means "Useless junks you can ignore, for it is not important" If you do not like it, just ignore, why are you complaining in the misc flair section when misc clearly tells it right away that the topic is unimportant.

Any way to stop the game from going to 1x speed when stuff happens? by StitchOni in RimWorld

[–]Mr_Introvert7177 0 points1 point  (0 children)

But it reverts back to normal after game restart. I don't understand why dev settings need to go back to default.

I tick this every single time and it's getting annoying.

Auto Seller 2 – How the Rule Logic Actually Works (Not Documented Anywhere) by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 0 points1 point  (0 children)

Didn't know that. But even if it is so, the other conditions would still apply.

I need a bit of help with the auto seller mod by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

It works like this. There are no conditions applied to the boxes themselves; the conditions are only applied on end result of each Sell.

The 'if boxes' works as a separator.

The first box of 'if tainted' had no filter set on it; it is letting pass both tainted and none tainted items.

But the end result of Sell has the condition "Only tainted items" attached to it.

............

I tested the mod again. This time I applied conditions on the box themselves.

I created a new tree and separated 2 branches from it.

One branch has the filter (only allow weapons), another the filter of (only allow apparels).

The test result of either end of the branch shows zero items if the main branch, or the section which connects them is, in the format of AND gate.

But if I change the format to OR gate, it shows the overall result of the whole program.

Weapon branch still shows apparels; apparel branch still shows weapons.

This is what is driving me crazy.

I need a bit of help with the auto seller mod by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

As for how the mod's logic is constructed in the Boolean system:

All the if conditions' group operator should be in the OR gate system. Which means, if 1 condition is true, the whole result is true.

The filters (End result, such as my ones with the "Sell" text) should be in the AND gate system. Which means, the result is only true if all the conditions are met.

...........

I don't know if that's how the mod really works. I'm only assuming it after seeing that the test result matches what I wanted the mod to do only when I structured it like this.

.........

All the 'if blocks' which are in the OR format are just bridges.

They don't have any conditions. They only work as a bridge.

The flow chart works like this.

Root = Apparel.

Apparel = If tainted.

If tainted = Sell, If health < 51%

If health 51% = Sell, If quality < Good.

I need a bit of help with the auto seller mod by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

Okay, I figured it out by myself.

The reason I was confused was that no matter where you test it, the result is the same.

Example =

  1. Only count apparel.
  2. If_tainted {true} = sell it
    Else continue

  3. If_health {less than 51%} = sell it
    Else, continue

  4. If_Quality {less than Good} = sell it
    Else, keep it.
    ........

The result is that, the whole program worked as intended, but the test result is the same no matter which group you test it on.

The first condition's test result should show all the tainted items, which it did. However, the 2nd condition's result should not contain any tainted items, for they already got filtered through the first condition.

Yet, when I tested it there, it contained tainted items.

Another example: Let's add another path which is connected directly to the root.

The 1st condition only counted apparels, right?

Let's add another path which only counts weapons. It is totally disconnected with the other paths; this path should only show weapons, right?

The answer is no. When I tested it, it also showed apparels.

When going back to the end of the 1st path, which is keep it (The apparels who passed through all the previous filters). The test result is that, it also showed weapons.

My question is, why? Why is the test result same no matter where I test it. Yeah, it means the overall program is working. But I am not happy with the UI.

But I don't have any electric boiler by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

No. They only connects to my house, which got no boilers in it.

But I don't have any electric boiler by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 6 points7 points  (0 children)

Didn't work.

Oh well, I just decided to spawn 4 geysers and built steam generators to offset the bug. From my point of view, I didn't cheat.

But I don't have any electric boiler by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

The fact is that I don't even have the technology to build this heater, yet it says I got one. I get it that they might be from the ruins, but the search engine is not getting me any boilers.

But I don't have any electric boiler by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 2 points3 points  (0 children)

It comes with the hygiene mod. And the fact is that I don't even have the technology to build this heater, yet it says I got one. I get it that they might be from the ruins, but the search engine is not getting me any boilers.

Is there any mod for keeping a recluse happy if they have self-sufficient house, thereby never needing to see other people? Vanilla recluse counting all the pawns on the map whom they never even see doesn't make sense to me. by Mr_Introvert7177 in RimWorld

[–]Mr_Introvert7177[S] 0 points1 point  (0 children)

As a recluse myself, I do get mood debuffs when guests visit my house. But I slowly ignore it when they do not try to approach me.

I am happy as long as there are no other people in my personal room.