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Messages - Chaia

#16
Stories / Re: The plague hit and only one way out...
January 05, 2017, 02:32:31 PM
Quote from: Quasarrgames on January 05, 2017, 12:09:29 PM
Clever. I didn't know you could find luciferium in old tombs.

Hopefully luciferium is the kind of drug that you don't die from if you stop taking...

Taking luciferium means certain death, sooner or later. But a colonist dying later means another gun on the firing range in case of a raid and a potential meatshield, if you are that desperate.
#17
Help / Re: Surgery Fact Sheet
January 05, 2017, 02:28:58 PM
Quote from: Tynan on January 05, 2017, 02:23:32 PM
I'm rebalancing this, the balance got weird over time so it needed a review.

True, surgeries got super strange in the last update

but: Always good to hear that the dev is working on the game

thumbs up for you, Tynan

#18
General Discussion / Re: Dead Man's Clothes debuff
December 31, 2016, 09:25:58 AM
Quote from: Grishnerf on December 31, 2016, 08:54:47 AM
it is not about realism it is about gameplay.
it forces you to craft, thats the only reason it got implemented.

Not true, my colonist never wear raider clothes because of the serious damage these clothes have. I usually just sell them and make my own clothes with cotton.
#19
My current settlement had a very skilled gunner but with a missing eye. Good as I am, I let the doctor take one eye from one of my prisoners, so he can install it into the gunner. Extraction works well, but as the doctor tries to operate on my gunner, he somehow manages to cut the gunners head off in one swift motion. Room was clean, doctor had medicine level 9, was completly healthy and also using glitterworld medicine. That was not his first operation to go complety bonkers, that "fixed" surgery chance is one hell of a colonist killer
#20
Stories / Re: Rip my Colony
December 29, 2016, 02:21:18 PM
Quote from: Jakub k. on December 29, 2016, 11:23:02 AM
so it's the equivalent of living next to an armed nuclear bomb xD
You really should rename your colony to "Rimworldton"
#21
Quote from: Seikikai on August 21, 2016, 02:57:28 AM
Quote from: Chaia on August 20, 2016, 08:36:53 AM
Quote from: Seikikai on August 17, 2016, 02:37:10 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
...

Thank you for your hint, I have to check if you missed a mod which changes toxic buildup

Been Doing Tests For Many Hours To Find Which Mod Was Causing The Bug. Seems That There Are 3 Mods That Can Cause This Bug And Bugs With Other Mods (No Clean Please, Turret Control, Minimap And Storage Search), The Mods Are Fluffy Breakdowns, Spotlight And Zombie Apocalipse. I Really Dunno Why Are These Mods Causing Problems But Maybe Is Something Of The .Dll

Problem Is Already Solved, At Least With This Mod So Don't Worry About It. Also Thanks For Your Help Bro :)


Alright, I've tested zombie apocalypse and ABC-Suit together and had no issues at all, but someone reported a lot of bugs, if zombie apocalypse is not the last mod in the mod list order (link here)

#22
Quote from: Seikikai on August 17, 2016, 02:37:10 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Fluffy - Relations 0.14.0.0</li>
<li>Fluffy - Colony Manager 0.14.0.2</li>
<li>Fluffy - Enhanced Tabs 0.14.0.0</li>
<li>Fluffy - Medical Info 0.14.0.0</li>
<li>Numbers 0.5.1</li>
<li>LT - No Cleaning Please</li>
<li>Storage Search</li>
<li>Fluffy - Breakdowns</li>
<li>Fluffy - Animal Incest</li>
<li>Balancing Act Lite</li>
<li>Darkness Revamp - Core</li>
<li>Darkness Revamp</li>
<li>Fluffy - FollowMe 0.14.0.0</li>
<li>Fluffy - Area Unlocker 0.14.0.0</li>
<li>P-Music</li>
<li>Stay!</li>
<li>Storybook</li>
<li>Backstory Defs</li>
<li>Name Defs</li>
<li>Trait Pack 1.3.1.1</li>
<li>Mood Balance</li>
<li>Meltdown</li>
<li>Skilled Builder Off</li>
<li>Build Productive 0.30</li>
<li>EdB - Prepare Carefully</li>
<li>ESM - Do Not Disturb</li>
<li>ESM - Mine Vein</li>
<li>Black Money</li>
<li>Allow Tool</li>
<li>Hospitality</li>
<li>Mad Skills 1.1.6</li>
<li>Less Rebuff 1.0</li>
<li>Lets Share Bedroom</li>
<li>Haul Priority Lite</li>
<li>Haul IT</li>
<li>More Resources</li>
<li>Reclaim Fabric 1.3</li>
<li>Nackblad Inc Rimhair</li>
<li>ArmourRepair 1.0</li>
<li>Steel Extraction</li>
<li>Expanded Prosthetics &amp; Organ Engineering</li>
<li>A Dog Said</li>
<li>A Dog Said - EPOE Patch</li>
<li>DE Surgeries</li>
<li>Emergency Treat</li>
<li>Extended Surgery 1.2</li>
<li>Mechanite Augmentation</li>
<li>Vegetable Garden v4.0</li>
<li>Plant Saver</li>
<li>Plant Saver - Vegetable Garden Patch</li>
<li>Zombie Apocalypse</li>
<li>Glitter Tech</li>
<li>Remote Explosives</li>
<li>Heavy Defences</li>
<li>JaffaKree! Reborn</li>
<li>JaffaKree! Reborn - EPOE Patch</li>
<li>More Vanilla Turrets</li>
<li>T - More Beds Cloth</li>
<li>T - More Floors</li>
<li>Izzyssentials - Core 1.04</li>
<li>Izzyssentials - Furniture 1.03</li>
<li>Izzyssentials - Hydro 1.03</li>
<li>Izzyssentials - Lights 1.03</li>
<li>Izzyssentials - Switch 1.03</li>
<li>Miscellaneous - Core</li>
<li>Miscellaneous - Incidents</li>
<li>Miscellaneous - MAI</li>
<li>Miscellaneous - Map Generator</li>
<li>Miscellaneous - Objects</li>
<li>Miscellaneous - Robots</li>
<li>Miscellaneous - Robots Xtension</li>
<li>Miscellaneous - Training Facility</li>
<li>Miscellaneous Patch - EdB Prepare Carefully</li>
<li>Apocalypse</li>
<li>Panda - Core</li>
<li>Additional Joy Objects 14.00</li>
<li>Panda - Ancient Amulets</li>
<li>Panda - Cupros Drinks</li>
<li>Panda - Expanded Power</li>
<li>Panda - Extra Floors</li>
<li>Panda - Quarry</li>
<li>Panda - ZenGarden</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation</li>
<li>Rimsenal - Feral</li>
<li>Rimsenal - Hair</li>
<li>Rimsenal - Security</li>
<li>Xeva Hair</li>
<li>ED - Auto Loader</li>
<li>ED - Closable Vent</li>
<li>ED - Embrasures</li>
<li>ED - Laser Drill</li>
<li>ED - Moat</li>
<li>ED - More Vanilla Turrets</li>
<li>ED - Omni Gel</li>
<li>ED - Reinforced Stuff</li>
<li>ED - Reverse Cycle Cooler</li>
<li>ED - Safe Traps</li>
<li>ED - Shields Basic</li>
<li>ED - Subspace Transponder</li>
<li>ED - Turret Control</li>
<li>Batteries Stuffed 1.4</li>
<li>Conduits Stuffed 1.3</li>
<li>Dermal Regenerator 1.6</li>
<li>Extended Storage 1.9</li>
<li>Natural Floors 1.3</li>
<li>Personal Shield MKII 1.5</li>
<li>Power Armour MKII 1.5</li>
<li>Power Cell 1.4</li>
<li>Roof Bomb 1.4</li>
<li>Small Solars Stuffed 1.5</li>
<li>Solars Stuffed 1.4</li>
<li>Thermals Stuffed 1.4</li>
<li>Turbines Stuffed 1.4</li>
<li>Firefoam Mortar v1.0</li>
<li>ABC Suit</li>
<li>Capsule Reactor</li>
<li>LT - Door Mat</li>
<li>Medical Training</li>
<li>Mind Altering Device 1.13</li>
<li>Modular Tables</li>
<li>Orassan</li>
<li>Power Switch</li>
<li>Right Tool For The Right Job</li>
<li>TargetPractise</li>
<li>RT - Quantum Storage 1.0.4</li>
<li>RT - Solar Flare Shield 1.0.4</li>
<li>Clutter - Furniture</li>
<li>Clutter - Structure</li>
<li>Clutter - Misc</li>
<li>Clutter - Misc Hands</li>




Thank you for your hint, I have to check if you missed a mod which changes toxic buildup
#23
Okay guys, tried to clean up my Github.
It should be easier to see, which version to download. Don't care about the "latest release", just use the topmost version. Have fun with my mod, and always: report bugs and new ideas :-)

#24
Quote from: moumix on August 06, 2016, 11:43:10 AM
So, I didn't even know it was an old version. After checking Github again, for the file at the top of the page, it is described as: "Added Power Armor AddOn". The word "Addon" made me think it was just an addon to the main mod (the one I downloaded, version 1.1), that's why I took the second file. :)

Now that I know that the newest version is the top file, I'll update to it ^_^

Ohh okay, I will modify that to clarify it :-)
#25
Quote from: moumix on August 05, 2016, 06:34:46 PM
Quote from: 1000101 on August 05, 2016, 06:36:00 AM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Hey, thanks for that info, this fixed the issue indeed. I usually check the mods folder and delete any "source" folder, but it seems I forgot this time... :)

@Chaia: The file "ABC_Suit_1.1.rar" available on Github has a folder named "source" in it, which is the one I had to delete to solve that issue.

Ah yeah, I forgot to exclude source ddls in that version, that was fixed in 1.2 ;-) (That is also the reason why that version is so big in datasize)

Why do people play with old versions anyway? Don't you like the new stuff? :-o
If yes, I could split it up
#26
Quote from: 1000101 on August 05, 2016, 06:36:00 AM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Did I include those dlls by accident in my mod or are those in the shield mods?
#27
Quote from: moumix on August 01, 2016, 08:16:40 AM
So, there seems to be an incompatibility issue with this mod (Toxic Fallout Protection) and the mod "ED - Shields", but only if ED - Shields is loaded after Toxic Fallout Protection (not 100% sure of that, but I know I managed to load both mods without crashing without changing anything in them, and I'm crashing 100% if I put TFP before ED - Shields with no other mods except CCL).

I'm sorry I can't provide much more details than that, and I don't even know if the issue comes from you or the other mod, but wanted to share that information nevertheless. :)

Thank you for that information, I will check that next week. Do you hace any issues in gameplay if you load ED-shields before this mod?
#28
Quote from: skullywag on July 26, 2016, 10:22:46 AM
Chaia you should join me and the other modders on the modders slack. You do good work. Throw me a pm with your email if you want in.

Modders what?

Sure, count me in :P
#29
Okay boys, 1.3 it out!

Added makeshift ToxAway: You can "cook" it with herbal medicine and silver. Reduces the toxic buildup by 25% (of maximum value), but gives food poisoning as side effect. Use that, if you really need to go outside. The texture is also very makeshift and I would like it if somebody could make me a better one :-)

Also changed toxic fallout to tick 10x faster but only with 10% power, that should make it more steadily.

Added a difficulty modifier for toxic buildup, check the first post for a description how to do it.

And you should check out the clutter mod, that one gives a locker which can store a complete outfit and allows you to switch with only two clicks!


As always, leave comments for balancing, bugs and anything else!

Since 1.3 I will also put this on steam workshop!
#30
Quote from: 1000101 on July 23, 2016, 02:05:27 PM
I'm not sure I entirely follow you but...

Of course the core methods won't have access to the fields you added to your class.  You'll need to handle those separately and cast the base class into your extended class.

var foo = thing.ingestible as _IngestibleProperties;
if( foo != null )
{  // ingestible properties are my custom properties, now handle them
   ...
}


Where need to add hooks for these I can't help you with.  It's all dependant on the logic you need to modify.

You, Sir, are super awesome! ;D

With your little piece of code I'm now able to access the XML-stat toxAway in my detoured class. Let's see, where that will lead to