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Messages - ptx

#61
Quote from: Walking Problem on November 12, 2017, 11:13:47 AM
Good lord.... making mods nowadays are so troublesome... need to make so many compatibility patches.... =="

I will look into it (in regards to EPOE)

ChJees' Androids mod has AlienRace based EPOE Patch, seems easy enough to copy.
#62
Releases / Re: [A17] SeedsPlease!
November 23, 2017, 09:39:41 PM
Quote from: dburgdorf on November 23, 2017, 09:28:02 AM
...these are points where I think the necessary abstraction of a game like RimWorld takes precedence over realism.
...

Sure, since my sniper can shoot a raider's head from 45 tiles away, but can't shoot a downed animal in front of him (unless modded). Sure, abstraction over realism. Why not.   ::)

So, these seeds would actually be fruit-seeds, which contains enormous amount of growth hormone to enable the initial growth spurt.
But, that would lead to another problem. The plant would absorbs large amount of soil nutrients. The soil's fertility would decrease. Overtime, the planet would become a desolate desert planet, without any forest.
Unless, there is a natural cycle to replenish the nutrient.
So, this game needs worms. Lots of it. Or a large one.  ;D
But then, some animals would adapt to eat the worms, instead of grass. IRL, Chicken rarely eats grass.

Since there are no worms, or periodic fertilizing, so I guess it's still magic. That would someway explains the psychic events.

Unrelated to this mod, regarding your bridge. Could you please make raiders not go after it.
Your bridge would be their first target, only some raiders would go after my colony front gate.
Thanks dburgdorf!  :)
#63
Releases / Re: [A17] SeedsPlease!
November 23, 2017, 08:47:24 AM
I like this mod since it solves the problem of growers able to conjure plants out of thin air.
So, thank you for this mod. Any kinds of realism are always welcome.

Even with this mod realism, there is still the 5% initial growth magic.
Plants do not grow from seeds (0%) into seedlings (5%) the moment you plant them.
A grower should germinates seeds to germination trays, growing + crafting job, transforming seeds into seedlings, 0 to 5% growth.
Growers then sow the seedlings on the field, hence the 5% initial growth.
Seedlings should have limited life, perishable, while seeds are storable just like the current system.

Another suggestion, the ability to take cuttings from wild plants, or fruits, or any other plants, and using tissue culture to create seedlings. Some plants do not have seeds, but tissue culture can be used to create the seedling.
Of course cuttings could also be used to make graft to plants. A single plant with multiple produce.

That's my thoughts anyway.  :)
#64
Quote from: Kori on October 17, 2017, 11:19:34 AM
I can't confirm, I'm also using the Mod Medicine Patch with VG and Smokeleaf Industry and this doesn't happen to me.
Have you installed the SI-VG-Patch and placed it after VG and SI in the loading order?
Yes, I have. Another mod load problem. I'll rework my mod list, at least I know it will be correct again.
There should be an auto load order mod.

Quote
This seems to be intended, Hempoline is defined as a deep drilling resource.
To change that, ...
done.

Thank you for your help.  :)
#65
So, I added a single mod to my game, this excellent mod of yours.

How it interacts with Mod Medicine Patch:

It still functions as intended. Not a game breaker.

How it interacts with Quarry mod:

Hempoline is randomly mineable, and I haven't even build any of the benches. I'm playing tribal.

Thanks!
#66
Quote from: Gizborn on October 08, 2017, 08:42:38 AM
Man, this mod is great but it conflicts with Children&Pregnancy. When it's enabled, all androids have default black eyes. Not sure about pregnancy and stuff.
And also i can't add androids to my start crew with Prepare Carefully while playing as New Arrivals faction. When I press Add, then Android enclave, this message pop ups:

Exception filling window for EdB.PrepareCarefully.Dialog_Options`1[RimWorld.FactionDef]: System.NullReferenceException: Object reference not set to an instance of an object

Although all this problems may be related to Alien Races mod itself, i'm not sure.

Maybe that's a mod order thing. I have both c&p and prepare carefully, and now it seems normal.
I haven't play as android faction yet, but in prepare carefully, I can randomly choose android complete with their glowy eyes. Check out my mod order on the previous page.
Also use the latest Alien Races.
#67
Quote from: ChJees on October 07, 2017, 05:01:36 PM
No idea what would cause headless Androids.

I suspect it's the eyes. I used to have orassans in my last run, and they have normal cat people heads. So, instead just new eyes graphic, why not whole head like other Alien Races mods.

Mod conflict with Relations Tab. All droids have their respective heads now.
#68
same issue, headless droids.



modlist: http://dumptext.com/jPM1evIJ

Alien Races 17 v7 (latest).

several red debug warnings just conflict with EPOE Rebalanced (it removes golden eyes).
I have loaded your mod on top of EPOE, at the bottom most (just above Tech Advancing), remove EPOE Rebalanced, doesn't seem to work. Maybe conflict with other mod that haven't cross my mind?

Could you make the random generated droids to have android back story for the next iteration.
Thanks!
#69
Quote from: SpaceDorf on September 15, 2017, 05:58:56 AM
Can you upload your save game and modlist ?

I suppose I could do that, but I'm inclined to say no, due to my mod list contains that one single exiled mod which gives nymphomaniac pawn (better than smokeleaf). :D

My assumption for any mod is that the mod creator have tested their own mod multiple times before release. Bottom line, the mod works on their computer.
What the modder don't control is the interaction between mods in the end user's computer. Not yet anyway (well, except in mod packs and friendly patches).

So when a mod doesn't work like what I'm experiencing, I'll just chalk this one as Unity 32 bit quirkiness.
It's not the first time I've broken a game due to large number of mods. As a KSP player, unity 32 bit does weird things, and sometimes it makes a few mods don't work. It's like unity just decides to simply forgot those few mod, it still loads the mod graphics, but not the mod mechanics. When KSP switches to unity 64 bit, it becomes stable, friendly to large amount of mods. That's my experience anyway, using 6GB RAM and windows 8.1 64 bit. Others have said the 32 bit version is more stable, perhaps because they use smaller amount of mods.

My solution simply to select few mods as core, must have mods, and usually it will work again. Then add other less essential mods, one by one, until it broke again. :D

It's still an alpha game, so, if anything don't work, I certainly don't mind.
I wanted to start a new run anyway. In my current game, male pawn has a reproductive organ from Birds and Bees mod AND a dick from the exiled mod ....that mental image does not sit well in my head.
#70
Mods / Re: What would make the game easier to mod?
September 15, 2017, 05:53:58 AM
A common resource pack.

In Kerbal Space Program modding community, there is a mod called Community Resource Pack, basically every mod talks the same. Say Mod A produces hydrogen, and Mod B can use that hydrogen created by mod A.
Most mod in KSP play nice to each other.

In rimworld, there is a mod that uses aluminium and another mod that uses aluminum, and it's not interchangeable. Same mods also use copper and copper, different graphic, and also not interchangeable.

I think it would be slightly harder to implement in rimworld, but it should doable. Note: I'm not a coder.

Genetic Rim can use Vegetable Garden's plasteel thread, and not just vanilla plasteel. Since it's graphically (and logically) more accurate.
OHU dropship can use Rimatomics' nuclear to power the ships.
Combat extended can use Rimatomics for uranium rounds.
#71


My first ship .....and it's stuck there. After launching the ship, it flew towards the edge of the base map, gone, and it just sits there on the world map. It's fully fueled, 1500 chemfuels. Visit friendly settlement, stuck. A drop at the edge, also stuck. I waited a minute, an hour, a day, and it's still stuck there.

Still  a great mod though, I think the aerial surprise attack is excellent. Build a base on the open field, and bam, death from above. Build a base into the mountain, infestation. In vanilla, open field is safer. With this mod, there are no safe place in the rimworld. I have lost 2 colonies, due to pirates dropping directly on top of my open field base. Now, my current mountain base can support an airplane....... and it's going nowhere. Just my luck.
Bottom most on the mod list, no result. Uppermost on my mod list (just below hugslibs etc), also no luck. Removing any caravan related mod, still stuck.
I guess it's traditional caravan for me then.
#72
Outdated / Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
September 03, 2017, 11:40:51 PM
Quote from: XeoNovaDan on September 03, 2017, 07:52:58 AM
I'm assuming you mean in the case that a pawn has 1 bionic arm and 1 natural arm: The bionic arm may be 140% efficient, but the natural arm is only 100% efficient, thus the average efficiency is 120%, so manipulation will be 120%. Although if ears are also affecting manipulation, that's a strange one; I don't remember changing ears to affect manipulation instead of hearing. May be an oversight that I'll want to check.

OK, thanks for clearing that up. It's not an oversight on your part.

Quote
If an eye patch is 0% efficiency, it'll disappear upon being installed. The closest I could get to 0% is 1%, so I decided to stick with that, although I might be able to do 0.1%. I'll look into decimal efficiency at some point.

Since it bothers me, I took the liberty of changing the HediffDefs_BasicProsthetics.xml > Eye patch partEfficiency into 0.00, and nothing disappears. I can produce the eye patch part normally, and installs it normally, which results in an eye patch in the pawn part list, and an eyeball part. I don't harvest the eyeball first, since it would give the harvest debuff.
Although if I do the same direct install operation on the arm, whether it's a steel arm, a simple prosthetic arm or any bionic arms, I don't get the natural arm part, it just disappear.

This mod is the 14th from the bottom of my mod list.





I also use your shooting skill rebalanced mod. Thanks!
#73
Outdated / Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
September 03, 2017, 07:31:05 AM
Bionic ear implant and bionic arm (and maybe other bionics) at the overview tab shows manipulation: 120%, while on the right side list shows efficiency 140%.

And why do eye patch is not exactly zero? How would a pawn that doesn't have any eyes but it has both eye patches would be able to see? Is the pawn a Jedi or something? The pawn can still shoot somewhat accurate.

Still great mod though, and congrats on being a new mod at the rimworld sub.
#74
Unfinished / Re: [A17] Simple Slavery v0.5g
August 04, 2017, 08:24:19 AM
Thanks for your great mod Thirite.
Long time lurker here.

Could you please add human branding / tattoo to the torso as a way to mark pawn as slave.
Maybe like how scar works, so any other mod that forces pawn to undress (taking a bath) doesn't interfere with the slave status.
To emancipate the slave, well, same process as healing scar.