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Messages - Icefrenzy

#1
Can confirm that this mod still doesn't play well with the Alien Humanoid Framework mod as I had a 11 yr old refugee spawn and was invisible with the mod on.

Edit: I`m getting this bug where pawns under 13 yr old and above toddler age don`t render. Mod list should be fully compatible as I turned off Alien Humanoid Framework and any associated mods with it.
#2
Outdated / Re: [A16] Psychology (2017-1-28 v2)
January 28, 2017, 08:21:04 PM
Thanks for the old version!
#3
Outdated / Re: [A16] Psychology (2017-1-28)
January 28, 2017, 04:33:01 PM
Anyone have the older version? I want to finish my game there before I go try this alone since it kinda broke my save :C
#4
Unfinished / Re: Children and Pregnancy
January 28, 2017, 02:19:16 PM
Lol I was surprised when one of my pregnant colonist suddenly gave birth to THREE BABIES! Lol this mod is amazing so far. No issues here besides the occasional babies having "X lied to me!" and kids attempting to woo adults. But that's other mods problems.

Good job for the mod!
#5
Unfinished / Re: Children and Pregnancy
January 27, 2017, 10:20:18 PM
Can confirm here that version 01f no longer has the traders not leaving issue it previously had. Cheers for the playable version!
#6
Outdated / Re: [A16] RimFridge
January 25, 2017, 07:20:24 PM
Quote from: Thyme on January 25, 2017, 03:20:49 PM
Cleaning up stockpiles is a neccessary feature in vanilla imo (and has been suggested). From what I've seen, two pawns hauling the same material to a stockpile can't do it to the same target tile, they will make two stacks (one of them should finish the half-stack). On other occasions, the stack-finishing doesn't work. Like yesterday when I had five small stacks of neutroamine scattered that I wanted to place in one tile. Deleted the stockpile in four of those stacks, prioritised hauling, those four stacks got picked up and placed in a new tile. Total number of neutroamine is less than one stack of course. However, deleting all five tiles works, because the entire neutroamine gets picked up and then placed in the stockpile. The problem was caused by silly colonists that where unable to finish the stack in the first place. I couldn't deduce any pattern so far for that. As far as I understand it, this won't happen for RimFridge because it's a small stockpile (1x1 or 1x2) which also will always be filled up (-> no half-stacks at all that can problems). The limitation of allowed items* might play a role as well, not sure.

To solve your issue I have two suggestions:
+Try if those problems appear in small stockpiles
+Make more different stockpiles, each one holding a very limited variety of goods (e.g. one only for steel, one for wood, one for bricks, ..., one or two for all that stuff you don't have much, like AI cores, artifacts; doesn't have to be one material per stockpile, concentrating building materials or such could suffice). This one is only a guess, but it works acceptable enough for me.

*allowed is in this case equal to: no more than two different items

Nice I'll try that technique out then! Relatively new to the game so this helps a lot for me since organizing the stockpile to not look like a garbage dump is one of the things I'm trying to learn right now =v=b
#7
Outdated / Re: [A16] RimFridge
January 25, 2017, 09:21:37 AM
Quote from: Thyme on January 25, 2017, 08:18:30 AM
Why would you store steel in a fridge? To prevent heatstroke?

The RimFridge is nothing else than a 1x1 stockpile with AC and limited choice. You could try that. Sorry for the joke, couldn't resist ;)

Lol no problem

But anyway let me elaborate a bit. My pawns tend to get busy hauling materials and crafting then halfway stop due to raids and other shenanigans. Then some other pawn comes over to the materials they left on the floor and decide its a genius idea to make a new stack of materials. Making a mess of the storage room/warehouse I made.

I was hoping for a mod similar to this that prioritixes pawns to just place materials in a container like tile without any heating or cooling functions since it looks nicer from what I saw in the fridge mod so far =v=b
#8
Outdated / Re: [A16] Sweet Victory Credits
January 24, 2017, 11:31:39 PM
I have you know that I just got the game 1-2 weeks ago and never beat the game so far. I flew my outsider colonists just to see what it had. Going to try this mod as soon as I decide to fly my main colonists off the rock =v=b
#9
Outdated / Re: [A16] RimFridge
January 24, 2017, 11:30:14 PM
Is there a materials version of this fridge (kinda like a crate)? I would love for my materials to also be neatly stacked in 1 tile instead of all over the place
#10
Outdated / Re: [A16]Additional Traits (2.1) (1.24.2017)
January 24, 2017, 08:23:34 PM
Same problem here. The update broke my save files completely. Link for 2.0 please?
#11
Quick question, does the game account the robots as a colonist (Besides MAI) during raids? Just wondering if the game scales up the raid and incident difficulties while accounting the bots as a colonist
#12
Quote from: Hydromancerx on January 20, 2017, 10:14:56 PM
Has anyone encountered Trade caravans starving to death when they visit your city since they never leave?

I only got that bug after I installed the "Children and Pregnancy" mod. Besides that it shouldn't have that issue
#13
Unfinished / Re: Children and Pregnancy
January 21, 2017, 02:22:42 PM
Quote from: Thirite on January 21, 2017, 12:14:35 PM
Well I guess I can't really blame another mod for this LordToil error anymore, though I can't imagine why my mod is causing it. Fug.

@Radijs
Haha, yeah I've since fixed that too. I made the mistake of using an offset of -1 to disable manipulation rather than using setMax 0.

Yeah I also took a look at the code and couldn't figure out what's causing the incompatibility. My guess was the injector bits but I'm not entirely sure since I tried an edit on it and it didn't quite do anything...
#14
Unfinished / Re: Children and Pregnancy
January 21, 2017, 04:32:37 AM
Quote from: Thirite on January 20, 2017, 10:21:43 PM
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.

Getting the same issue after installing this mod too.

Heres the log if anyone wants:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I'll be trying to toil again at the source codes for Hospitality and this mod again later when I get more time.
#15
Outdated / Re: [A16] Simple Beard Framework
January 20, 2017, 09:27:40 PM
So how does one define something as a hat or helmet?