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Messages - Faythe

#1
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
December 17, 2017, 10:34:37 PM
When using the Stack.Merger file you have up in the b18 game I get this line on start-up:
E:\RimWorldBeta18Win\RimWorld1722Win\Mods\StackMerger\Defs\Workgiver/WorkGiver_StackMerger.xml: root element named WorkGivers; should be named Defs

I am not entirely sure how I would fix that as I do not know how mods are built.
#2
Would be nice if there was a way to make it so the unfinished items could be finished by colonists using the colonists skill.  Or for colonist to be able to unmake an item. I have seen the guests make something that required a lot of skill and cost a good chunk of resources. 

The other thing to note, is there anyway to make it so that plants harvested by guests in the home area would be unforbidden?
#3
Outdated / Re: [A15/A16] [MODLIST] ItchyFlea's Small Mods
November 23, 2017, 10:07:08 AM
Thank you very much for that file. It is much appreciated.
#4
Outdated / Re: [A15/A16] [MODLIST] ItchyFlea's Small Mods
November 23, 2017, 08:54:21 AM
Is there a way to get the modular tables for b18 without going through steam? I haven't linked my account to steam yet, and would prefer not to until the game releases.
#5
I would second that idea on being able to download here.  I have not yet claimed my copy on Steam, and would like to be able to use this mod.
#6
Is there still a way to actually build the mobile mineral scanner? I remember in v12 we had to have your core mod to be able to build them and I can't figure out how to build them in v13.
#7
Heya I just wanted to let you know you have a small typo in one of your files:
Hospitality - Defs - RulePackDefs (exited should be excited)
<RulePackDef>
    <defName>Sentence_CharmAttemptAccepted</defName>
    <rulePack>
      <rulesStrings>
        <li>sent->[recipient_nameShortDef] is exited about [initiator_nameShortDef]'s proposal.</li>
      </rulesStrings>
    </rulePack>
  </RulePackDef>
#8
Mods / Re: Request - Animal food
March 16, 2016, 11:19:33 AM
Quote from: Vagabond on February 16, 2016, 08:32:49 AM
Personally, I think it would be a cool idea to be able to restrict animal groups to certain types of food. The bigger problem with animals is what they can haul - I don't see a dog having the ability to keep a prison tray of food on the tray while transporting it anywhere...Nor do I think fido should be able to carrying around boxes.


Or how about having a puppy or pig haul the body of a critter that is multiple times their weight like say an elephant.  But then again that is where the realism fades to support gameplay etc etc.  If one person couldn't haul the corpse then it would be a lot more troublesome for gameplay.
#9
Mods / Re: Request - Animal food
February 12, 2016, 08:35:25 PM
It is more the fact that my animals used to haul goods are unrestricted thus able to move food into my freezer when it is harvested from the farm areas.  They also move food and item drops from cargo pods where-ever they drop at to the appropriate storage.  The issue I have is that while hauling food into the freezer, which is also where I keep my meals for colonists, they will stop to eat the higher quality food rather than the food that is for animals.  I have a secondary storage where I put my hay, animal chow, and such that does not need to be refrigerated but kept out of the elements in my animal areas individually so they aren't the issue with the food.

The mod I requested is to add another ability to pets to limit what type of food/meals they can eat.  Kinda like if I put all of my colonists to be healed with herbal medicine when I start out they don't touch the medicine that I have stored to make my first hospital bed.  On the same idea having that feature to limit the pets would work with being able to limit what food my wardens will bring prisoners etc etc.
#10
Mods / Re: Request - Animal food
February 07, 2016, 02:24:59 PM
Doesn't help for the animals that are used as haulers which have unrestricted range nominally. So that they can go to haul food from your gardens to your fridge and vice versa. I do have a seperate storage for my hay/Animal Chow etc for my farm type animals but what I am requesting is a way to limit food used by animals so that the pets that haul for you don't eat your prepared meals.
#11
Mods / Re: Request - Animal food
February 04, 2016, 06:35:17 PM
I guess more what I'm looking for is an option for pets to limit what quality of food they would eat. Like raw only, simple meals, fine meals, lavish meals etc.  I know about the mods for hay/Silage, and the vegetable garden that adds animal chow, but that doesn't stop my dogs and pigs (yes I use pigs to haul with!) from eating my fine or lavish meals when they pass through the fridge to deliver stuff from my gardens.
#12
I use a mod that moves the hay as a resource instead of a food and it seems to work well.  The reasoning for that mod was that having a lot of hay as a food would through your meal counter off or some such, so that you wouldn't get the low food warnings if you had a lot of hay.
#13
Mods / Re: Request - Animal food
January 30, 2016, 12:16:24 PM
I know there is a mod for the prisoner meals already. https://ludeon.com/forums/index.php?topic=17184.msg186372#msg186372. But that doesn't help with the animals.
#14
Mods / Request - Animal food
January 27, 2016, 11:45:35 AM
I am currently playing Rimworld using the garden mod, and I find my husky's will stop to eat my stews I have made, instead of eating either hay or animal chow.  I would like a mod that would limit animals from eating cooked meals other than animal chow. Maybe have designations on animals to eat raw, eat simple, eat fine, eat lavish meals.  (Could also use those designations for prisoners as well)
#15
Mods / Re: Mod requests for vanilla
January 26, 2016, 10:24:35 AM
I would like to see a mod that would restrict what animals eat.  I hate it when I make fine meals and find that my husky eat them when hauling things through the freezer. So if I could restrict the animals to eat either hay or raw meat instead of the meals (or in the case of having the garden mod up animal chow).