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Messages - Djohaal

#1
This is a wonderful little mod that really helps on maps with long, bitter winters. My only complaint is that its re-seeding doesn't seem to form the "groves" we get when a map generates (tight clusters of fruit-bearing plants, like pomegranates, berries, and other mod stuff such as olive trees and persimmons)
#2
I have no words to express how thankful I am for ED mechanical walls being brought back from the dead. Thank you!
#3
Quote from: mrofa on October 22, 2017, 05:58:35 AM
Djohaal:
Read last part of first post of this topic :P

Ask and you shall receive Ding!
Did a sweep on most stuff I could find, some stray squieerls might have sneaked past though.
I work with mental health, due to most errors being swapped letters I was genuinely intrigued if it was due to dyslexia or foreign language. I love clutter, it does add a lot of fun stuff to the game.
#4
On the pawns refusing to load the vehicles. Apparently they can't be hungry. Mine were adamantly refusing to load an airship until I realized they were starving. Fed them and ta-da, they are loading stuff again.
#5
Outdated / Re: Sidfu's Maintenance Station
October 15, 2017, 04:50:12 PM
Something that really could use some mantaining is the MD2 mechanical walls. I miss their flexibility.  :-\
#6
I have a question that has been bugging me ever since I first used clutter way back in A12 (or was it earlier?). What is up with the atrocious spelling mistakes in every single text string in this mod?
#7
I'm experiencing a strange bug. I got a "ghost" sprite of my airship stuck on the map, even after I deconstructed the actual ship. The ghost also remains even after loading-unloading the save.
EDIT: I managed to remove it by manually editing a save and removing this entry:
I've also been getting duplicate caravans which are empty, I still have to figure out what is causing them.
EDIT#2: Encountered another issue in my save, whenever I selected a new vessel and clicked on the set parking button the game's UI would crash hard, becoming irresponsive except for the menu button on lower right. Upon closer inspection the fleet manager had a null entry (probably from deleting the stuck sprite) on its list alongside my vessel. After removing it the set parking spot button started working properly again.
Quote<thing Class="OHUShips.ShipBase_Traveling">
<def>OHUDropShipLeaving</def>
<id>OHUDropShipLeaving1</id>
<map>0</map>
<pos>(162, 0, 180)</pos>
<fleetID>-1</fleetID>
<destinationTile>-1</destinationTile>
<destinationCell>(-1000, -1000, -1000)</destinationCell>
<arrivalAction>EnterMapFriendly</arrivalAction>
<leavingForTarget>False</leavingForTarget>
<containingShip>
<def>OHUDropShip</def>
<id>OHUDropShip1329927</id>
<map>-3</map>
<pos>(162, 0, 180)</pos>
<rot>1</rot>
<health>500</health>
<faction>Faction_38</faction>
<weaponSlots>
<li>
<SlotName>Front Gun</SlotName>
<posOffset>(4, 0, 0)</posOffset>
<posOffset>(4.0, 0.0, 0.0)</posOffset>
</li>
<li>
<SlotName>Payload</SlotName>
<slotType>Bombing</slotType>
<posOffset>(-1000, -1000, -1000)</posOffset>
<posOffset>(-1000.0, -1000.0, -1000.0)</posOffset>
<loadID>1</loadID>
<slotType>Bombing</slotType>
</li>
</weaponSlots>
<fuel>581.4587</fuel>
<configuredTargetFuelLevel>0</configuredTargetFuelLevel>
<ShipNick>Nova Hammer</ShipNick>
<timeToLiftoff>0</timeToLiftoff>
<timeWaited>0</timeWaited>
<ParkingMap>Map_0</ParkingMap>
<ParkingPosition>(162, 0, 180)</ParkingPosition>
<DeepsaveTurrets>True</DeepsaveTurrets>
<assignedTurrets>
<li>
<def>ShipTurret_Turret</def>
<id>ShipTurret_Turret2139694</id>
<map>-3</map>
<pos>(162, 0, 176)</pos>
<health>350</health>
<faction>Faction_38</faction>
<instigator>null</instigator>
<lastAttackedTarget>(0, 0, 0)</lastAttackedTarget>
<stunner />
<assignedSlotName>Front Gun</assignedSlotName>
<parentShipLoadID>Thing_OHUDropShip1329927</parentShipLoadID>
<installedByWeaponSystem>ShipTurretTemplate</installedByWeaponSystem>
</li>
</assignedTurrets>
<loadedBombs />
<innerContainer Class="Verse.ThingOwner`1[Verse.Thing]">
<innerList />
</innerContainer>
</containingShip>
</thing>
#8
Outdated / Re: [A17] Save Our Ship (v1.01)
October 08, 2017, 07:47:35 PM
Also I noticed an important leftover on saves - history data from things that happened on the other save gets carried over (sculptures and such) but the pawns they refer to get lost. I understand that's required for carrying over artwork, but that leads to save file inflation, perhaps it'd be possible an  option to cleanse that data and replace artworks with random stuff?
Also for starship cannibalizing it seems the game won't remove the spaceship roofs when you remove the floor. should add a checkpoint for that. So far can be worked around via dev mode.

EDIT: Found some compatibility issues with the star wars force mod. Two internal timers (ticks until pawn can force meditate, and ticks until pawn can gain force XP) seem to overflow into some max value and freeze. Fixable via editing save files.

I have a heavily modded build, as long as I manage to properly identify issues I'll report.
#9
Outdated / Re: [A17] Save Our Ship (v1.01)
October 07, 2017, 03:16:14 PM
In my games the ship spawns correctly in the map (even using map reroll) but I start with zero colonists and nobody gets off the cryptocaskets. I had to devmode in a colonist, open them and delete it. And still the thawed pawns were visitors, not colonists, so I also had to use devmode to recruit them. I assume this might be some conflict with another mod. Otherwise an excellent mod, I loved it!
#10
In my game I encountered an issue with the version before sep 28th where the pawns would drop all clothing and naked whenever toggled to and from draft. Weirdly enough the button to chose outfit would only appear while drafted, while there was no extra GUI button while undrafted. I managed to sucessfully solve the issue by disabling the mod, going to try re-enabling the new version later.
#11
Mods / Re: [Mod Request] MD2 Mechanical Walls
September 28, 2017, 08:39:13 PM
I second this request. The mechanical walls were great for making dwarf-fortress esque defence systems.
#12
It'd be totally cool if you could put up the links for the A16 builds of the mods.
#13
Quote from: AllenWL on January 31, 2016, 01:06:31 AM
Quote from: Grimandevil on January 25, 2016, 02:14:23 PM
that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..

anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
Even if not, there's a entire can of worms for going that direction.
For one, female and male brains. How will those work? Will a male brain in a female body not get effected by physic drones for males? Will a brain of a physically deaf in the body of the physically hypersensitive still be physically deaf? Will the brain of a farm oaf in a body of a noble be able to haul? Will a colonist brain in a raider body 'recruit' the raider? Will a raider brain in a colonist body turn the colonist into a raider? Will the brain of a shooting level 10 still have that 10 levels of shooting when placed in a body with 0 shooting?
Seems like a awful lot of work for a singe feature.

You are anchoring your thinking on the body. Change the anchor to the brain, as we indeed are effectively our brains, the rest is small business. All the stats, perks and skills should be replaced by the ones of the incoming brain (yeah would need a lot of code to hold that data). Maybe apply some slight degradation for skills that require physical conditioning, such as melee, ranged combat, etc. Only thing that would be swapped is the bodies with female/male brains for psychic drones, however that could be worked around I assume by adding transexualized brain/bodies. (male in female and female in male)
#14
Ykara, I'd like to ask how does the workaround thingy work, apparently the glitterworld bandages are not working and I assume it has something to do with the workaround tag. I tried adding them but it doesn't fix the problem.

I also updated rimbakery to A12 by myself. There's only a matter of integrating milk and eggs to it. May I include it on an eventual modpack release?
#15
I've left the poll unrestricted, people can switch the vote after the joke. Given I've got a grand total of 0 hits so far it doesn't concern me.