Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - gariba

#1
There is a bug with assigning drugs in loadouts, same as CR had in A16. If there is a certain drug assigned to a loadout and the colonist is currently under its effects, he picks it up and drops it repeatedly.

Steps to reproduce:
1- Assign a drug to a loadout (eg.: go-juice) and assign loadout to a pawn
2- Order pawn to consume the drug
#2
Outdated / Re: [A17] Change Dresser
June 11, 2017, 05:19:04 PM
Any chance we could get something similar for weapons? A weapon rack that can actually hold more than a single weapon in one tile would be nice. There were mods for that in previous versions, but none got updated that I know of.
#3
Outdated / Re: [A17] SeveralPuffins mods for A17
June 11, 2017, 01:08:29 PM
Don't know if this is possible, but is there a way to make the Peace Talks event only appear on hexes that are less than 5 days travel away from your colony? So far I've had one that is 6 days away, and another that was 16 since it was in a mountainous area inside a wall of impassible terrain.
Sure, I could just drop pod there, but I'm playing a tribal colony, and depending on drop pods is a bit immersion breaking.
#4
Is the version tooltip for the veggie garden plant saver wrong? It still says A16 here and on steam.
#5
I realize this was updated like 10 minutes ago, but please update it on steam too.

Also, I know there are still stuff to be done, so I'll just point out that currently the flak vest has no crafting recipe.
#6
I've had that same error, I have a mod that adds animals to the game.
Quote from: Orion on June 08, 2017, 05:21:57 AM
Yeah visitors are not supposed to have animals. So some mod is adding them and that's most likely messing things up for you.
On that note, I found something on said mod that may be the cause of this bug:
<Operation Class="PatchOperationAdd"> <!-- Insert Rare animals in traders stock  -->
<xpath>/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Neolithic_Standard" or "Base_Outlander_Standard" or "Caravan_Neolithic_WarMerchant" or "Caravan_Neolithic_Slaver" or "Caravan_Outlander_PirateMerchant" or "Caravan_Outlander_Exotic" or "Orbital_BulkGoods" or "Orbital_Exotic"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_Animals">
<checkTemperature>true</checkTemperature>
<tradeTags>
<li>CK_RareAnimal</li>
</tradeTags>
<kindCountRange>
<min>1</min>
<max>3</max>
</kindCountRange>
<countRange>
<min>2</min>
<max>6</max>
</countRange>
</li>
</value>
</Operation>

So basically, it tells caravans and traders to bring animals with them for trading. I'll try removing this piece of code, and I'll post the results later.

EDIT: Yep, removing that piece of code solved it. For clarification, I'm using the TropiCKAPP Rainforest Mod.
So it seems anything that modifies visitor groups to include animals can cause this bug.
#7
Quote from: Umbreon117 on June 04, 2017, 03:42:27 PM
Hi there, I'm not a moderator, but SimpleSidearms does work quite well, if you are willing to customize some of the stuff it lets you edit.

However it is relatively basic, and you are fully capable of having a minigun as a sidearm...No I am not joking. They may not want to have that, or they may have something else planned.

Sorry, I failed to get through what I really wanted to say. I didn't mean to imply that there is already another mod that implements a feature they discussed, so they should drop it, but that it could serve as reference, code-wise and gameplay-wise.
#8
@NIA & ProfoundDarkness:
I've seen on github something about setting flags to weapons, like hunting, melee ad ranged for automatic switching. Have you looked at SimpleSidearms?
I still haven't played A17 yet, but it seems to implement most of what you discussed, plus some better control over switching weapons. Back in A16 with CR I used to equip my soldiers with assault rifles for long/mid range and shotguns for close quarters, and sometimes even grenades, but opening each pawn's inventory to change weapons was annoying.
#9
Mods / Re: Want to see YOUR mod in RimWorld?
April 13, 2017, 09:36:13 PM
Submitting "Draw a Bead":
Scales aiming time with shooting skill, consciousness, sight and manipulation.
Steam workshop link
#10
Unfinished / Re: [A16] [WIP] Cybernetic Pets - v0.1
March 01, 2017, 06:16:54 PM
Just a suggestion, might be a bit OP, but since functionally they only need the brain intect to survive, make the cyber animals' torso a child part from the head. That way, even if the body is destroyed, the brain can still be recovered and transplanted again, or the body repaired.
#11
Bug/oversight: Mechanoids have no protection whatsoever from beanbags, and do not have immunity to muscle spasms, which renders them helpless with 1 shot.
#12
I'm getting visitors and raiders that spawn with loadout generator dummies. Relevant mods besides CR are Rimfire (CR version) and Hospitality.

Edit: Ok, seems the items converted into proper weapons and ammo when they entered combat mode.
#13
Would there be a way to implement weapon/ammo profiles of some sort? For example, if a prison break occurs, I want my colonists to equip their shotguns with beanbags, and birdshot when hunting, without having to go through each of them and clicking 5 times.
This would also help fighting raids if you can fit enough weapons on each colonist. Equip sniper rifles while they are far away, switch to assault rifles at mid range, switch to shotguns if they get too close.

Doing tis automatically would be a bit insane, but having buttons/menu for "Profile 1-x" would be cool.
#14
Quote from: Quatrosss on January 12, 2017, 04:32:44 AM
It collides with medieval times mod. Im getting this bug having this two mods only , with every load order.
(is there any way of completely deleting medieval times? cause its breaking my save after disabling.. damn i regret so hard installing this s**t)

Never used medieval times, but I had issues with mods breaking saves because of research. Got it working after deleting the mod's related research on the save file. Also, make sure you have no items or bills from the mod on your map before removing it.
#15
Quote from: Hyena on January 11, 2017, 02:29:39 PM
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)

Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.

I think this bug has to do with the auto-ammo feature. Without loadout settings, pawns try to grab any ammo that their current weapon can use, and it seems to be set to "minimum X ammo". So if you have a loadout with less ammo than that minimum, the pawn will loop between "pick up ammo until I have X" and "drop ammo because I have more than Y".

This happened to me with assault rifle ammo. My loadouts were set to 60 FMJ and 60 AP. Changing it to 120 each stopped the bug. Sometimes it still happens that visitors/raiders drop HP rounds after a battle, and my colonists try to pick them up to satisfy the minimum auto-ammo, and then drop it because its not on their loadout.