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Messages - Degraine

#1
Speaking of pemmican, I have a suggestion to make regarding travel rations. Since packaged survival meals are now craftable, this seems like a good opportunity to bring your MREs in line with them - no expiry date, available after doing the relevant research, and so on.

I always thought they should (or at least fine grade MREs should) have a positive thought, even if it's only +3 or so, since it takes more work to make an MRE than, say, pemmican. A decent packaged meal has got to be more appealing when you're on the road than pemmican.
#2
Outdated / Re: [A16] Snowy Trees v0.1.0
January 18, 2017, 03:19:58 AM
Hey Nandonalt, can you fix the path for the raspberry bush image in the dll for this mod?
#3
Releases / Re: [A16] EPOE Hardcore Version 1.52
January 15, 2017, 06:00:06 PM
Small comment on prerequisites: Researching synthetic organs before advanced bionics is pointless as the required workbench to make synthetic organs isn't unlocked. Does the game allow multiple optional pre-requisites for a workbench to become available?
#4
Outdated / Re: [A16] Camping Stuff v0.2.2
January 14, 2017, 08:22:28 PM
I'm having an odd issue where trying to rotate the tent causes it to behave like I'm pressing Q or E twice, most of the time. Makes it very difficult to change from a N or S alignment to E or W, for instance.
#5
Marvelous update. It's just a shame I already sent out my tropical settlement expedition without the megabadger. Their weight budget is very tight with just a muffalo and five people.
#6
Outdated / Re: [A16] Vegetable Garden v5.3d [1.6.17]
January 10, 2017, 11:01:17 PM
Er, I said that's what I changed those values to, since the recipes make them extremely expensive in comparison to the new medicine recipe in vanilla (1 neutroamine, 1 herbal medicine, 3 cloth). The 'basic' medical kit you introduce requires 50 cloth to make, at present, which is a bit excessive, in my opinion. :) Removing the expiry from the herbal medicine kit was just something else to make them more attractive as an alternative for me. Whether you agree or not, I do still think you need to take a look at rebalancing the medicine side of your mod.

Unrelated: Could you turn steel shroom trees into actual trees, with a repeat harvest? That seems like something they should do. Bamboo too, for that matter.
#7
Outdated / Re: [A16] Vegetable Garden v5.3d [1.6.17]
January 10, 2017, 07:27:50 PM
Might want to take a look at rebalancing the medical treatment items this mod introduces now that vanilla has given us a baseline for manufacturing Medicine.

I changed my own copy to something - IMO - a bit more reasonable:

  • Aloe has 10% medical potency (4% really is terrible, and even 10% is probably nigh pointless).
  • Bandage kits have 20%, and take 5 cloth to make.
  • Basic medicine kits have 50%, putting them slightly above raw herbal medicine, do not rot, and I changed the recipe to use just 1 bandage kit.
#8
I'm at about two dozen myself, yeah. That's not counting the minor adjustments like Megatherium and Raindrops No Longer Fall On My Head, or a couple of materials from Industrialisation, that I've consolidated into my own 'Personal Touches' mod.
#9
Oooh, MREs, I'll be having that. Goodness, with those and Nandonalt's camping mods, it'll be like sending out a real expedition!

Nice to see Rimfridges and modular tables making a guest star appearance in your screenshots too. :P
#10
Thanks for the update, Morgloz.

I've been thinking about the ducts some lately, and I think you may be approaching the concept from the wrong direction. Functionally, the duct cooler building should just be a source of cooling without the network it's connected to requiring an intake. Gameplay-wise, if you have a source of cold air already, why wouldn't you just connect straight to that and not bother with extra complications in the system?

Extending this thought, I reckon the industrial heater/cooler should be made to function the same way. So rather than putting duct intakes on the room that holds an industrial heater/cooler, you could just connect directly to it and it changes the temperature of the duct network directly. The heater would probably still heat the physical room it's in a bit as well, of course.
#11
Outdated / Re: [A16] Snowy Trees v0.1.0
January 07, 2017, 03:56:31 PM
Yes actually, there are a lot of errors in the debug log - mostly about textures.

Could not load UnityEngine.Texture2D at Things/Plant/TreeOak/TreeOakA_Snowy in any active mod or in base resources.
MatFrom with null sourceTex.


is a sample, there's about ten of them, and they all vanish when I move this mod after Vegetable Garden in the load order. I really don't like the arcane magic behind mod loading in Rimworld, Factorio has a much better system. Anyway, the last one decides to be different just because it can, and that solution didn't fix it.

Collection cannot init: No textures found at path Things/Plants/Raspberry_Snowy
Verse.Log:Error(String)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color)
Nandonalt_SnowyTrees.<>c:<.cctor>b__1_0(String)
System.Collections.Generic.List`1:ForEach(Action`1)
Nandonalt_SnowyTrees.TreeInjector:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__6F8()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


I think you pluralised Plants in that path when it should be 'Plant', looking at the mod subfolders.
#12
Outdated / Re: [A16] Snowy Trees v0.1.0
January 07, 2017, 05:50:08 AM
Loving the look of it ingame...



...mostly.
#13
Outdated / Re: [A16] Snowy Trees v0.1.0
January 07, 2017, 03:35:47 AM
Another good mod. This has always bugged me. I can get snowy pines in Don't Starve but not Rimworld?!
#14
I have had an issue trying to remove this mod (the positioning of the menu button was driving me batty): Namely, the menu still appears when the mod has been uninstalled and I've restarted the game. On save files that I never saved with the mod enabled. How can I fix this?

Herp derp, never mind, stupid mod user doesn't know which mod is responsible for what. (It's PathAvoid)
#15
Outdated / Re: [A16] Camping Stuff v0.1.1
January 06, 2017, 05:10:22 PM
That's true, but I like to play on larger maps, so every travel station would be that much more work for my (now somewhat aging) computer to do for minimal benefit.

I'll wait until someone writes a mod to choose new settlement sizes.