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Messages - firestrock

#16
Quote from: Jaxxa on April 14, 2018, 09:50:02 PM
Updated Enhanced Options to 0.18.0.8
* Adding Force Attack support for CE Turrets
* Moving Debug Logging of Letters to an optional setting.

Works perfectly, thank you for that!

I'll be trying the CE version of your shields right now and report back tomorrow.
#17
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
April 03, 2018, 01:24:21 PM
Quote from: Fluffy (l2032) on April 02, 2018, 04:13:01 PM
Wow, it seems that even though societies have collapsed, gender biases still persist on the Rim....

Anyway, once scrollbars are in, I might add a few columns that can be toggled. As it is, the tab is too cluttered, and I don't particularly want to add more columns.

That's why I'm trying to rebuild it ;D
Don't see that many female construction workers where I'm from and I want to keep my colony as close to the real world as possible.

Brb, centipedes are invading my neighbourhood.
#18
Quote from: Jaxxa on April 01, 2018, 06:22:07 AM
No guarantee but I will have a look at it when I get the time.

Thank you in advance, I will wait patiently :)
#19
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
April 02, 2018, 05:37:57 AM
Hey Fluffy, love your mods! They are essential for me to play the game!
If it's okay, I'd like to make a feature request.

I like to set work priorities in my colony gender based. Females tend to patients and animals, males to the hauling, constructing, etc. Since colonists come and go (get recruited/shot to death ;D) it's always a hassle to check if a colonist is male/female and then copy/paste a set of work priorities.
Would it be possible to make the work tab sortable by gender to make that easier?
#20
I really like the turret control mod. It's so much fun targeting my prisoners with the turrets from the shock gun mod =D
But it really is a shame that it's not compatible with CE  :'(
#21
Releases / Re: Rock5s [B18] mods
March 25, 2018, 07:04:18 AM
Quote from: PASorenson on February 18, 2018, 01:07:36 PM
Any thoughts on taking a crack at JTExport to extend that function to pawn surgery bills? Fully 'borging them's a pain when you have ~30 different surgeries to do between limbs and organs and others, plus the way the menu shifts based on what's already installed or missing makes macros unviable. Being able to cook up a few bill files and then import them in various stages would make this a far less painful task - plus, one-stop prisoner harvesting!

It's would be nice if we had a mod for this at some point. It's been quite a while and all the organ hoarders are having a hard time :'(
#22
Releases / Re: Rock5s [B18] mods
January 31, 2018, 05:43:26 PM
Quote from: BlackSmokeDMax on January 31, 2018, 01:14:00 PM
Believe you are correct there, pretty sure it does nothing for surgery. Did JTCopybills actually do that as well?

I never actually tried it, but it says so in the mod description so I'd assume it did.
#23
Releases / Re: Rock5s [B18] mods
January 31, 2018, 09:18:32 AM
Quote from: Canute on January 15, 2018, 12:38:42 PM
firestrock,
did you try Better Workbench Management
https://ludeon.com/forums/index.php?topic=33083.0
You can copy the bill from one table to another with that mod.

Quote from: BlackSmokeDMax on January 15, 2018, 12:58:42 PM
Concur, using Better Workbench Management will do what you want firestrock. Plus, using that mod is just so much nicer for Bills in general, you will be VERY happy I think!

I'm already using this mod but it doesn't do what I need it to. I don't want to just copy worktable bills, but surgery bills on creatures. As far as I know Better Workbench Management can't do that.
#24
Releases / Re: Rock5s [B18] mods
January 15, 2018, 12:12:11 PM
Could you possibly make JTCopyBills compatible with B18? I've been waiting for that mod for such a long time.
#25
I saw the topic on the steam page of the mod and can confirm that Turret Control does not work with Combat Extended installed.
It just shows the CE turret options (no matter the load order) but not the button to designate a target. Can this be patched so both mods work simultaneously?
#26
I can't express how grateful I am that you are working on this what sounds like an awesome overhaul!
I haven't played Rimworld in over 6 months because I can't live without quantum storage anymore.

To say that I'm hyped would be an understatement. Keep at it, but take your time!
#27
Maybe since A18 is here he'll come back to modding, but he hasn't played Rimworld in a long time and the last activity on GitHub was almost 5 months ago.
I don't have much hope that Quantum Storage will get any updates anymore.
#28
Quote from: tonsrd on August 27, 2017, 07:54:09 PM
I use this https://ludeon.com/forums/index.php?topic=33083.0

See... I use this too (to be fair, with 186 mods installed there's hardly a mod I don't use) but that doesn't fix your problem when your designated doc is also your butcher. And gardener. And hauler. And the only person alive because everybody else totally didn't die of dehydration! (Borderlands 2, anyone?)

Anyway back to the fishes!
Quote from: DoctorVanGogh on August 27, 2017, 03:53:24 PM
with certain parameters
What parameters are we talking about exactly? And can't you just create a method "hasHediffAddedPart" that checks the corpse for... well a hediff of the "addedPart" type before processing it? That would fix this, wouldn't it? If this is total nonsense then forgive me, I don't know anything about Rimworld's inner wiring, but since you know which added parts a corpse has after you're done harvesting it (to know which items to drop), you also gotta know it beforehand, right?.
#29
Outdated / Re: [A17] Animal Ears
August 27, 2017, 03:31:04 PM
Do they take up the hat slot or can my colonist wear a power armor helmet and some fluffy ears? And if no, do they offer any benefits except from looks?
#30
WorkTab is actually what I came up with like thirty seconds before reading this  ;D
It's a bit... buggy atm, because there's a metric shitton of work types listed there and it all overlaps, but it works  ::)

The thing with the fishes is more of a minor annoyance because you can exclude them from the allowed corpses but if it's not too much work it would be nice if they were not there in the first place.

I'll be keeping an eye on my colonists and see whether I can find anything else. Seems good so far but I have ~180 mods installed so there might be some things that didn't happen yet.
Anything regarding the 'easy-money button'? Or did you not respond to that on purpose?  :'(