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Messages - sumghai

#1
MedPod has been updated for RimWorld 1.5.4243 - see first post for download link.
Version 1.5.34 - 3 Nov 2024
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- Updated for 1.5.4243
- Added Rot Stink Exposure to non-critical hediffs greylist
- Fixed non-critical hediffs greylist causing patients to leave MedPods early
- Updated Royalty DLC compatibility
  - Added Psychic Supression to non-critical hediffs greylist
- Updated compatibility patches and functions
  - Save Our Ship 2: Fixed MedPods losing medical bed status when ship is moved
#2
Replimat has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.7 - 23 Sep 2024
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- Updated for 1.5.4104
- Fixed Smokeleaf Malfunction mod setting toggle being mapped internally to incorrect variable
#3
MedPod has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.33 - 22 Sep 2024
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- Updated for 1.5.4104
- Updated compatibility patches
  - Removed patch for GiTS Cyberbrains, as hediff from original mod has been fixed to be compatible with MedPods
#4
MedPod has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.32 - 15 Sep 2024
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- Updated for 1.5.4104
- Updated compatibility patches
  - Added patch for GiTS Cyberbrains to make the Closed Shell Syndrome hediff always treatable and prevent pawns from being stuck in MedPods
#5
Quote from: 7sPRtoSCPWzT on September 07, 2024, 11:42:22 AMThat's great to hear. Thank you. I only clicked Auto-sort mods without giving it much thought.
Perhaps you can code in an error message if incorrect load order is detected?
I'll do you one better - for the next update, I'll specify in the About.xml file to always load Mousekins after Combat Extended, so that Auto-sort will take that into account.
#6
Quote from: 7sPRtoSCPWzT on September 06, 2024, 09:29:03 AMI was able to reproduce this problem. Mods exactly the same as I listed in previous post, including Combat Extended. Crossbows don't shoot, aiming timer animation counts to zero then nothing, crossbow is stuck forever.
New save with Mousekin Settlers:
https://ttbit.mine.bz/CombatExtendedSave.7z
Right, I've figured out what your problem is.

You're trying to load CE after Mousekins, which breaks the compatibility patches. As a general rule, major framework mods like Vanilla Expanded and CE should always be loaded before other mods. As soon as I changed the mod load order to put CE before Mousekins, everything started working again.
#7
Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMWhen I start the game, Stonecutter's table should already be available, because Stonecutting is already researched. However, this is not the case when new game is created. I can't build stonecutting table, it's not in the menu. I've even enabled debug mode, gave myself stonecutting table (packed), and selected spot where to install it. Pawns ignored this order, I could not click it at all.
For Mousekin scenarios, the vanilla Stonecutting bench is replaced by the Mousekin Crafting Bench, which automatically inherits the former's recipes.

Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMLater in the game, I've noticed at some point that Stonecutter's table can found in the menu and blueprint can be created to build. But whatever I do, pawns don't want to build it, they just ignore the blueprint, despite resources being available, and a construction enabled and skilled pawn is selected.
Mousekin race colonists (by design) have been blacklisted from constructing or installing several basic vanilla/human workbenches, as these benches have already been replaced by the aforementioned Mousekin counterparts.

If you later unlock industrial or space tech from the vanilla tech tree, Mousekins will be able to directly construct, say, Hydroponics Basins, Solar Panels, Electric Stoves etc.

Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMThe second problem I've encountered, was with CombatExtended-v1.5.6.0.0 mod. When this mod is enabled, crossbows doesn't work. Even when "ammunition" is disabled in this mod, crossbows just don't fire, but get stuck once aiming timer finishes.

Hmm, I haven't been able to reproduce this issue on my end when running the local versions of all of my mods. My colonists are able to load, fire and reload their crossbows just fine.

You mentioned you were running a non-Steam version of RimWorld and installing all of your mods locally, which is exactly how I run my own game. Perhaps you could send me a copy of your savegame, and I'll take a look?
#8
Replimat has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.6 - 19 Aug 2024
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- Updated for 1.5.4104
- Added missing Harmony dependency to About.xml file
- Added new Replimat Malfunction (Smokeleaf) incident
- Overhauled mod settings UI
- Updated Isolinear Computing Module market value, trade tag and texture for future compatibility with Project Lethe
- Removed Fluffy's Mod Manager manifest file, as that mod is largely obsolete
- Updated translations
  - Incident letters now use LetterDef label and text fields instead of dedicated (and redundant) keyed translations
#9
MedPod has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.31 - 11 Aug 2024
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- Updated for 1.5.4104
- Optimized MedPod search logic for pawns (courtesy of Bradson)
#10
Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1.3 - 27 Jul 2024
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- Updated for 1.5.4104
- Added new Wattle and daub wall type
- Added two new 1x1 Mousekin wooden doors (basic and reinforced)
- Added new Cast-iron wall vent
- Added 4 new Mousekin commoner surnames
- Updated Faction Allegiance system
  - Player faction race/xenotype demographics calculations now exclude slaves and prisoners
- Updated Beehive building description with explanation of radius overlay
- Updated Mousekin ear loss depression/suicide mechanic to include Mousekin prisoners
- Updated Royalty DLC compatibility
  - Players who complete the Royal Ascent endgame quest with at least one Mousekin colonist aboard the Imperial shuttle will now see additional flavor text in the ending screen
- Updated compatibility patches and functions
  - NewRatkinPlus: Set relative mod load order to compensate for buggy and destructive patches in the Ratkin mod
  - Vanilla Cooking Expanded: Added VCE flour to Root cellar storage filters
- Updated translations
  - Fixed inconsistent punctuation in Japanese translations
#11
Quote from: Mouse_Kun on July 17, 2024, 12:40:39 PMI just realized I was using a localized version of RBSE created by someone else (not by Rah). That's why I got this problem. I switched to Rah's original version and the problem disappeared!
Thank you again for your quick respond and your verification on mod support. And have nice day!
Glad to hear it - definitely make sure you're running the latest official versions of all your mods :)
#12
@Mouse_Kun - I checked pretty much every single prosthetic added by RBSE mod (and the Hardcore version), but the MedPod successfully ignores all bionics and artificial body parts during treatment as intended. As far as I can tell, I cannot reproduce your issue as you have described.

Could you please verify which version number of RBSE and MedPod are you running? Which specific bionics (names please) are you having problems with?
#13
Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1.2 - 17 Jul 2024
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- Updated for 1.5.4104
- Added new Root Cellar storage building
  - Root cellars can store up to 50 stacks of raw food, ingredients, lager and mead
  - Root cellars are passively refrigerated, and do not require electricity (temperature configurable in mod options)
  - Grass and other light plants can grow over the root cellar's earth mound
- Added missing construction skill prerequsities for various Mousekin workbenches and structures
- Rebalanced lifestage ages for Giant Cavies and Pudgemice
- Tweaked Giant Cavies and Pudgemice to be sellable to human caravan and orbital traders
- Fixed Mousekin tongue body part coverage
- Fixed Mousekin dessicated corpses not showing race-specific skull texture
- Fixed Doctor backstories sometimes spawning with Bloodlust and Psychopath traits
- Fixed Town Square obstruction alert to ignore floor tile construction frames
- Removed redundant chance values for traits disallowed in Mousekin pawns
- Updated Anomaly DLC compatibility
  - Disallowed Twisted Meat as default ingredients for Bread Bowls
- Updated compatibility patches and functions
  - Combat Extended: Fixed incorrect apparel layer for Mousekin backpacks, which would cause them to be unintentionally worn simultaneously with CE backpacks
  - LWM's Deep Storage: New Root Cellar building will not use Deep Storage functionality and Content tab, in favor of its own system
  - Medieval Overhaul: Added MO must/wort recipes to Mousekin Brewery workbench
- Updated translations
  - Added translations for new Root Cellar building to all supported languages
#14
Quote from: Mouse_Kun on July 17, 2024, 01:53:38 AMJust tried it alone with another mod [Rah's Bionics and Surgery Expansion] (https://ludeon.com/forums/index.php?topic=28731.0). Rah's mod added more bionic items but your medpot just removed them. Can you please add support to Rah's bionic mod?
Thanks for the heads-up - I'll take a look and see whether it is something that needs to be fixed on my end or Rah's.
#15
MedPod has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.5.30 - 8 Jul 2024
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- Updated for 1.5.4104
- Updated Isolinear Processor market value, trade tag and texture for future compatibility with Project Lethe
- Fixed valid bed type logic preventing animals from using VetPods
- Removed Fluffy's Mod Manager manifest file, as that mod is largely obsolete