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Messages - mimib14

#1
Sounds pretty cool!  :D I was wondering, though - would you mind adding a Github/Dropbox/etc link for the main mod and the two expansions? Thank you!
#2
Nice mod! Really enjoying this so far, it adds more detail and a greater sense of urgency to surgery and battlefield wounds  :D

I am having a few problems, though:

  • When I try to draw plasma, it draws blood instead.
  • I haven't tried any of the other recipes yet, but so far I haven't been able to produce saline. It uses up the neutroamine and the bill completes like if it were working right, but no item is produced.
#3
Help / Re: Is there a way to do this?
June 04, 2017, 02:01:44 PM
Quote from: AngleWyrm on June 04, 2017, 01:18:52 AM
Quote from: mimib14 on June 03, 2017, 11:12:25 PMI'm trying to figure out how to model a more complex brain. I want to kind of... override the default brain?
The topic you're asking about is called Artificial Intelligence, which is mostly about searching and sorting information. The root meaning of the word intelligence comes from Latin, inter "between" + legere "choose, pick out, read,"  "to collect, gather;" and those root meanings are a good description of what AI is about.

^^; I meant override more literally, like changing the body part itself in the game code so I could split it up into lobes. I'm gonna take a look at the game files like kaptain_kavern mentioned
#4
Help / Is there a way to do this?
June 03, 2017, 11:12:25 PM
IDK how to really explain this properly or if it's a dumb idea, but here goes. I'm a huge newb to any kind of coding and my knowledge starts and ends at changing a few lines of XML and HTML through a lot of trial and error, so I'm probably missing some obvious solution or asking about something annoyingly complicated.

I'm trying to figure out how to model a more complex brain. I want to kind of... override the default brain? And change it into my brain model. I want it to be made of different parts, with each part having certain functions, but while still being considered parts of the same major organ. Kind of like the way fingers are considered part of the hand but are also their own thing.

I'm also thinking about the possibility of modeling the nervous system, and probably related conditions like neuropathies too. I think it would be considered an organ, but maybe also with subparts like the brain model, so it could model damage to nerves in each area? And located in the entire body underneath the skin but having a small coverage so it wouldn't get easily destroyed?

IDK if there's some way to do any of that, though, or at least not without being super incompatible and mod-unfriendly and causing boatloads of problems. I don't know a lot about programming, so I don't really know what anything does or what it means. Are these things I discussed doable, or is it way too complicated to be worth it??
#5
Outdated / Re: [A17] cuproPanda's Mods (3 Jun 17)
June 03, 2017, 10:19:47 PM
For some reason, version 17.11 of Cupro's Stones isn't working right. My mods list resets itself because of 'incompatible or corrupted mods' whenever I try to use it. Even with my load order being just Core, Prepare Carefully, AJO, and Stones, I get an error, so it doesn't seem like an incompatibility problem? 17.10 is working fine, it's just the new one that has the problem.

The error I'm getting says:
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.TypeLoadException: Could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperationSequence.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

#6
Help / Problem changing product amount for drugs
March 13, 2017, 10:39:33 PM
I'm trying to set a different product amount for some drugs, but I keep getting an error that it "doesn't correspond to any field in type ThingDef". I already added the <products>, item defname, and amount, but it's not working. Does changing product amounts work differently for things that use <RecipeMaker> instead of <RecipeDef>, or is there something that I'm doing wrong?
#7
Even with EPOE at the bottom of my load order, I have duplicate operation bills in the operations menu. I went in and manually removed <RecipeUsers> from everything that was already in Races_Humanlike, but it's still doubled. Does anyone know how to fix this??
#8
Outdated / Re: [A16] Psychology (2017-2-2)
February 05, 2017, 02:57:31 PM
Quote from: Linq on February 04, 2017, 08:12:36 PM
No, this is not a bug. Her girlfriend was polyamorous, but she was not. She only wants one lover. The polyamorous girlfriend simply does not consider it cheating if her partner gets it on with someone else.

Ah, that makes sense. Thank you!

I was also wondering - can methadone be crafted, or is it only buyable?
#9
Outdated / Re: [A16] Psychology (2017-2-2)
February 04, 2017, 08:07:33 PM
One of my colonists wooed somebody successfully, but in doing that she broke up with her lover at the same time. The original lover is polyamorous, and her poly trait description says she "doesn't mind if her partner romances other people". Why did my colonist dump her original girlfriend for her new boyfriend, if her girlfriend is okay with it? Is that supposed to happen? 

Not sure if it's relevant, but incidentally:
1) the first colonist and her new lover are both 3's, while the old lover is a 0 on the kinsey scale, and therefore completely straight (I do have sexuality changes enabled though)
2) my colonist and her new lover have a better relationship with each other, even excluding the Lover relationship bonuses, than she did with her first girlfriend - she had a 52 and he had a 44, while her base relationship with her original lover was only 6 for both of them. Could that be why they broke up?   ???
#10
Unfinished / Re: Children and Pregnancy
January 20, 2017, 02:52:24 PM
Sounds pretty cool! Just downloaded it, gonna try it out now.

I was wondering a couple of things:
1) Are there any plans to add something like artificial insemination? Like, a medical procedure that has the standard chance to induce pregnancy.
2) How does this interact with Fluffy's 'The Birds and the Bees' mod? I don't know myself, haven't added this one yet, so I'm not sure if Fluffy's mod affects the mechanics in this mod.
#11
Outdated / Re: [A16] Several Puffins' RimDisorders.
January 07, 2017, 03:39:13 PM
I have a couple of questions:
1) How long are panic attacks supposed to last? I had to arrest my colony's doctor because she was starving and exhausted, and even though I got a message saying that she collapsed from exhaustion, she kept having a panic attack.
2) What are the skill requirements for counseling? I tried to counsel the doctor a while before her panic attack, but the other colonists had medicine skills of 4 at most, and none of them could counsel her. After I arrested her she went into another panic attack after sleeping for a while, since her anxiety was severe. I'm not sure if she's gonna end up in an infinite panic attack loop since I don't have anyone who can counsel her.   Whoops, nevermind, now that I tried to counsel her after arresting her I got a message about the skill requirement. For some reason, I didn't get one any of the times I tried to counsel her before imprisoning her, though.

3)When I was arresting my colony's doctor, I got 4k+ instances of this error message, I'm not sure what it means:
QuoteException ticking Wolf: System.NullReferenceException: Object reference not set to an instance of an object
  at RimDisorders.MentalState_PanicAttack.MentalStateTick () [0x00000] in <filename unknown>:0
  at Verse.AI.MentalStateHandler.MentalStateHandlerTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_MindState.MindStateTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.CarryHandsTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#12
My colony is barely a season old, and we've already had two visitors OD on some drugs I'd picked up from raiders. I don't wanna get the other factions pissed at me just cause their guys decided to stop by and take a bunch of flake >:( Is there some way to stop guests from taking a bunch of my drugs, or should I just give up and toss it all in a campfire?   :(
#13
Nice!  :D Does Romance Diversified work properly with Prepare Carefully? If you pick one of them as a trait it won't add it to the pawn again after the colony is generated, right?
#14
There's something from a mod I want to use, but I can't store it anywhere because it doesn't seem to have any category, so I can't enable or disable it in any stockpiles. How do I set an item's category (like Meals, Raw Resources, Weapons, etc etc)?
#15
This mod is super helpful!!  :D There's something I'm curious about though. Is there any way to make this mod work on modded animals, maybe by editing some file in this mod/the animal mod or something? I've got a cat (from the Cats! mod) missing a lung and I'd like to see if there's some way to fix them :( Thank you!