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Messages - LittleGreenStone

#46

Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.

Not sure what the "other mod" you mentioned I mentioned is.
Anyway, I've changed the mod order, removed a few, made a new world & colony,
and now it's majestic asF. ;D
Exactly what I was looking for, I love it!

Thank you!
#47
Skully,
I love your (solid) shields, but for me it seemed a little weird for colonists equipped in power armor and pistols (or chainswords...) to wield a medieval-style shield, so I quickly slapped together a slightly more modern-ish looking one.

If you, or anyone else would like to use it,
go ahead, use it, modify it, sell it!
You have my blessing.




[attachment deleted due to age]
#48
Rikiki,
I've tried fiddling with the FishIndustry's defs (tried to balance it out to fit my taste) when I ran into this line
<breedQuantity>
Unfortunately, it seem to have no impact on the aquaponics (orwut) basin's output at all, as the amount of fishies those produce is based on
<catchQuantity>
instead.
Are you planning on making it work in the future?
Also, I've tried to increase the time it takes to to catch them fishies, unfortunately I couldn't find anything regarding that time.
Could you tell me if/how I can change that?

Thank you!

------------------------------------------------------------------------------------------------------------

Edit:
Also, I've solved your oyster problem. I think.
I mean, I haven't noticed the colonists eating oysters, nor my oyster stocks decreasing, in hours of gameplay, so I think they ain't eating it on their own.
Anyway, thought something has to give the order for pawns to eat choco, so I looked through the defs, and found it:
Core\Defs\JoyGiverDefs\JoyGivers.xml

Copied the chocolate entry then renamed it, and see wonders it works(!), now colonists eat them oysters on their own.
  <JoyGiverDef>
    <defName>EatOyster</defName>
    <giverClass>JoyGiver_Ingest</giverClass>
    <baseChance>2.5</baseChance>
    <thingDef>Oyster</thingDef>
    <joyKind>Gluttonous</joyKind>
  </JoyGiverDef>


Thank me! ;D
#49
Quote from: Faythe on January 22, 2016, 10:53:34 AM
Thanks for the heads up on the faction still leaving.

QuoteQuote from: AllenWL on January 21, 2016, 11:37:10 PM
Also, there is a downed visitor in my colony. I decided not to rescue him and my negotiator goes to talk to him every day to improve our relations. He doesn't seem to mind being left to die in the snow...

QuoteQuote from: Orion
I guess I should exclude downed visitors from negotiations!

Would be nice if we could rescue villagers who are visiting for increased faction.  I had a villager get mauled by a squirrel or something and the other villagers just picked him up and left pretty much immediately which dropped my faction a bit with them. Rescue, tend and chat with until they are healed and able to leave on their own. Specially if you have a hospital room set up already.  But if you don't rescue them then they get rescued by their own faction then leave.

And half the time the uranium/gold/silver items they drop when killed are already damaged like they were actually using them vrs. actually being gifts.

It's entirely possible. I've had visitors incapacitated on my map, rescued them, then upon leaving the map, I received a message saying something like " *X pawn* left the map safely", and it increased my relation with the faction.

If friendly pawns decide to go for the rescue first, you can't do much about it.
#50
Quote from: Matt Rethyu on January 21, 2016, 03:33:11 PM
Changing the name of the LT_RedistHeat folder causes a lot of "object reference not set to an instance of an object" errors in the log. You wouldn't think somebody would want to do that, but reasons. Also, great mod, you did amazing job here!
Not exactly sure how it works, but;
You've installed the mod, started playing, now you've changed the name, but the game is still looking for the components of the mod in the LT_RedistHeat folder, which no longer exists (since you renamed it).

It should work again if you restore the name,
also it should work again once you create a new colony (and possibly a new world too? Not sure about that) with the new folder name.
Maybe if you checked the "mod" option (main screen), sometimes the name difference causes the mod to be recognized as a new one. Perhaps enabling it will solve the problem.
#51
Quote from: A Friend on January 21, 2016, 10:16:48 AM
Nightling (WIP, Getting. too. lazy... bloop)



Isn't it a... Skag?
#52
Quote from: Vas on January 21, 2016, 02:55:35 AM
I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

But...but...
...I can't?  :(

Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.
No errors popped up either.

I'll try removing mods one-by-one to see which causes it.
...Once I gather the necessary mental strength to do so.

Mods:
Core,
Community Core Library,
EdBPrepareCarefully,
EdBModOrder,
MD2Base-12.0.1,
MD2Storage-12.0.0,
MD2Industry-12.0.0,
MD2Power-12.0.0,
M&Co. Common,
M&Co. MMS,
M&Co. MiningHelmet,
LT_DoorMat,
LT_Soiling, ModularSolarsNoBar1.10,
VeinMiner,
Vas's Conduit Explosion Nullifier,
Vas's Hydroponics,
Vas's Lighting,
RW_Manager-A12d.2b,
Rimsenal_hair,
MedievalShields-MedievalShields1.4,
Warhammer40kWeaponsV8,
BeanTekRefrigeratedFoodStorage,
RecycleApparel, Hospitality,
Darkness,
LED Lights 1.3,
Craftable Medicines,
FloorLights,
CaveworldFlora,
FishIndustry,
HydroponicRoom,
kNumbers-0.3-A12d,
MAI,
MAI_Xtension,
Miscellaneous_HiRes,
Miscellaneous_TrainingFacility,
CombatRealism,
CombatRealism Defence,
ED-Core,
LT_ASA,
LT_ADogSaid,
LT_RimEffect,
ED-Shields,
ED-PersonalAnimalShields,
ED-PersonalNanoShields,
ED-LaserDrill,
ED-Plants_24H,
ED-Stargate,
ED-CombatRealismCompatibility,
LT_RedistHeat,
LT_RimEffect,
Mad Skills,
Zombie Apocalypse_SK,
ExpandedProsthetics&OrganEngineering,
CombatRealism EPOE



My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.
#53
Ideas / Re: Blueprint Base Planning
January 18, 2016, 06:00:12 PM
Quote from: MisterVertigo on January 18, 2016, 03:22:16 PM
I like this, but I would just request a way to export your plans so they could be re-used between games. That way I don't have to re-design everything from scratch every time I start a new game.

Well, I suppose it isn't an unreasonable request.
Though personally, with the obvious similarities between my bases due to efficiency reasons, and with the differences between maps, I'd never use it.
#54
Ideas / Re: Blueprint Base Planning
January 17, 2016, 09:04:50 PM
Quote from: MisterVertigo on January 12, 2016, 09:25:38 AM
I like this idea a lot! I'm the same way, I plan out my bases very carefully. The plan tool is great, but being able to set blueprints to be off and on would be MUCH better. It would also allow you to control what gets built first. For example, you could build a series of rooms, but focus on the walls first, then the floors, and then the furniture.

Maybe I should start a new thread about this. :)

Planning tool has its use, but it is very limited. Floors, walls, benches, other furniture, using this one tool for everything results in an incomprehensible clusterfuck of a "plan", sadly, not to mention them automatically disappearing from time to time. Planning a mountain base is especially painful with it.

Blueprint thing I like. Still, blueprints cannot be placed on rock/walls/other furniture, which would limit its use, not to mention it'd be easy to forget about toggling some plans on.

I was thinking about something similar, but rather than using the blueprints themselves, I was thinking along the lines of "ghost architect", which would be basically a copy of the architect menu with all the furniture and stuff, but with the sole purpose of planning.
And a toggle visibility option, because why not.
#55
Quote from: Logiwonk on January 14, 2016, 12:35:13 PM
Is there an option for a plain artificial rib replacement now? I've been using the mod for a while but have only found the drugged, medical, and adrenaline ribs.

Also, any plans for compatibility with the dog surgery (ASA + A dog said) bionics so that you can craft pet bionics at EPOE stations?

No there isn't such a replacement, I just generalized ribs since they're all "artificial", even if they have different names.

As for animal surgery, I think you should ask the author of ASA to make it happen (don't remember who it is, sorry).
Since I'm inexperienced (*insert hardcore blushing*) it'd take me quite some time making it happen, and would most likely be imbalanced, but even I could do it in time. Adding recipes to workbenches isn't that hard, so if there's no response, you could give it a shot yourself.
Just remember to make backups, just in case...
#56
Jaxxa!

I've been having issues, savecrashes to be precise, and after some experimenting and doing my best making heads or tails of the output_log, I think I've found the problem; your shields.

I really loved these shields a few alphas back, and I think it is (or would've been) the only shield mod that is (or should've been) compatible with CR (yes, I have installed the compatibility patch),
I'd really appreciate if you could look at it and work some miracles, or in case it's my fault, I'd love to have some help to resolve the issue.

[attachment deleted due to age]
#57
Quote from: Vas on July 03, 2015, 04:34:40 PM
Modular Hydroponics: Update 1.7 (12/02/15) (A12)
This mod lets you place a 1x1 sized hydroponic set with 4 levels of upgrades, each using different amounts of power and construction materials.  There are also 4 medium hydroponics basins and 4 large, to prevent large amounts of having to click to change plant growth stuff.  Some hydroponics basins come with their own lights, some don't.  Please let me know how well you think it is balanced.  Currently, there are still mask issues, I can't get the masks to work (masks on modular hydros only, for now).
Update 1.6:
I have added support for CCL, you will need to install CCL core and have it activated BEFORE the Hydroponics mod.
I have added a Tier 5 1x1 Hydroponics basin.
All plants on the map, including grass, now grow 24/7 given sufficient lighting thanks to mrofa.  If you have a plant you want to be made compatible with this mod's always grow method, change it's thingClass to "Vas_Project.VasPlants" and have it activate AFTER this mod.
Lastly, I have completely fixed the mask issue I had, all bins now have a proper mask to use the Stuff system.
Update 1.7:
Conflict with New Lights resolved.
Dropbox Downloads: Download {3.30 MB (3,470,586 bytes)}
Preview: -OutofDate Screen- (More when mask is fixed)
Mod Requirements: CCL Core
Mod Incompatibility: May conflict with "CCL Vanilla Tweaks"
Mod Compatibility: All?

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IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D
#58
Speaking of special hediffs,
an unlikely idea, but how about a "thing" that latches on to a pawn, like piece of gear, and would require surgery to remove it?
Could cause bleeding/infection/pain and even slow down the pawn in the meanwhile.

Would be quite special, and a real pain in the ass.
For you too, as it'd probably require extra textures.  ;D
#59
Quote from: Haplo on January 14, 2016, 06:50:47 AM
Did they really use them, or only until the ammo was used up?
The patched version will reset the ammo as long as they are training.

You are right.
I haven't forced pawns to train yet (until now), as they've been doing it by themselves when they had the time, they always shoot a 2-4 times then leave, whether they run out of ammo or not.
Forcing them doesn't work because reload seems to interrupt it.
My mistake.
#60
Say, Ykara,
any chance an artificial sternum will be added to your mod?
By you, I mean.  ;D
Tibia & toes for example can be replaced by a leg/feet, but afaik the sternum can't be replaced at all right now.