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Messages - Boxmanbr

#1
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
February 25, 2020, 08:44:02 AM
Quote from: Aidan on January 08, 2020, 01:39:33 AM
Currently, is the only mod not working as it should.

https://gist.github.com/HugsLibRecordKeeper/5826522c717caf5d07179c60004cf254

You are using RimWorld 1.0.2059 rev1002, which is a outdated 1.0 build.

#2
This mod could be better, it tries to sell items until the other trader doesn't have any money and buy things until you don't have any money, the problem is, if you have 500 silver and the trader have 2500 silver, you will not be able to sell a 3200 silver item that is in the first item rule to sell because Auto Seller only sells a item if the the trader faction has more silver than the item's market value, but you can attempt to buy 800 silver worth of items, you will lack 300 silver to buy the 800 silver worth of items, but you will now be able to sell the 3200 silver item, making it actually possible to buy 800 silver worth of items, this behavior could be solved by having a setting that marks all items with a buy rule to be bought in the start or all items with the sell rule to be sold in the start even if the player colony or trader doesn't have enough silver to trade, and in the end undo the selling/buying (depending of who is "giving away" silver) in reverse order until the trade is possible with no one "giving away" silver or let the player decide it manually in the trade window. Also, assuming you have 1000 silver and the trader faction have 1000 silver, with 5 repetition in trade behaviour, you only will be able to buy at max 11000 silver worth of items and sell at max 11000 worth of items, people can convert silver into grand sculptures, meaning that if they don't keep enough silver in raw resource, they can get into the low silver problem easily.
English isn't my native language.
#3
This mod has compatibility issues with Children and Pregnancy mod.

Children wearing hats (hats are only shown when drafted):



Children with no hats:
#4
HelpTab can be used as a workaround when you can't see the information of a recipe.
#5
Releases / Re: [A17] Pick a Color! (Update June 2)
October 08, 2017, 03:26:49 AM
    Quote from: mabor0shi on October 07, 2017, 08:30:37 PM
    Stones go into the recipe by 20s because that way you can cut the stone (resulting in 20 blocks), then stain it at the same table right away. Also, 75 blocks is an inconveniently large amount. Suppose I only need 40? I like that you're customizing it, though. Modding is all about making the game how you want it, after all.
    I preferred to use 75 because it is how much a colonist can carry, can be convenient if you have a stockpile designed for bricks far away from the place where you stain bricks or if you have walls to build somewhere and you don't want to see a constructor hauling 20 bricks far away to construct some walls when they could bring 75 and construct more walls at once.

    Quote from: mabor0shi on October 07, 2017, 08:30:37 PM
    I don't remember why I left in the spring green wood item after removing it's recipe, but I know a)I did it on purpose and b) it wasn't hurting anything by being there. Maybe it had something to do with an idea I had at the time of doin' a different "seasonal" color every few months. Anyway, it's gone for good now. [/list]
    I think it is possible that a trader might arrive with a good stock of Spring Green Wood when a player is lacking wood in his colony, the problem is if the player buys that wood, he wouldn't be able to paint it with another color or remove the paint.
    #6
    Releases / Re: [A17] Pick a Color! (Update June 2)
    September 29, 2017, 07:59:22 AM
    So, I was changing some of the XML files to do what I wanted (Set the recipes to paint stones 75 by 75 instead of 20 by 20, and increased the workAmount based on how I increased the recipe output, same for wood), while doing that, I found some minor issues, those are:

    • Painting granite stones takes 33 workAmount while all the other stones takes 37 workAmount.
    • There is no recipe for spring green wood.
    #7
    You should add in the title that this mod should be loaded before the No Fighting! mod (https://ludeon.com/forums/index.php?topic=18723.0).
    The reason is that your mod's "Defs\MentalStateDefs\MentalStates.xml" bring Core values with it that wasn't changed / aren't required in your mod. The other mod only bring it's changes with it.
    #8
    Quote from: Jaxxa on June 05, 2016, 01:25:44 AM
    Or you can try editing the save file so that all the plant use the base plant class.
    Yeah, replacing all instances of "Enhanced_Development.Plants24H.Plant" with "Plant" in the save worked just fine, thanks.
    #9
    I have updated your Plant24H mod to 2.00.00 and I can't load my saves anymore.
    I'm using Community Core Library v0.13.3.
    Downgrading Plants24H to 1.00.00 fixes it.

    "Could not find class Enhanced_Development.Plants24H.Plant while resolving node thing. Trying to use Verse.Thing instead. Full node: <thing Class="Enhanced_Development.Plants24H.Plant"><unlitTicks>16000</unlitTicks><def>PlantGrass</def><id>PlantGrass325452</id><pos>(237, 0, 158)</pos><health>85</health><growth>0.05</growth><age>16000</age><unlitTicks>16000</unlitTicks></thing>"

    The line above repeats for every plant that exists in the save, except that the part of the plants' characteristics changes for the other lines. But "Enhanced_Development.Plants24H.Plant" is always there.