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Messages - Zapp Brannigan

#1
I can't seem to get this to work. I'm not sure if it is conflicting with another mod, but I don't see why it would. I'll post my mod list once I get home. All of your other mods seem to work fine for me.
#2
Help / Re: [A16] Tech Tree Scrolling
January 04, 2017, 03:15:35 PM
Tynan why don't you make the tech tree have dragable researches in the next hotfix? Basically if two researches are covering each other then allow the player to simply click and drag it to another spot on the tech tree. This seems like it would fix the interim problem until a more permanent solution is found. I've seen Fluffy's relationship mod use this feature already where you can just click on a character's pawn in the window and drag it where you need it to be, making the other pawns more visible if you have too many.
#3
Hey Skully,

Any chance the Roof bomb a14 works with a15? I haven't had a chance to get my mods in order yet, and was hoping it would still work.

Thanks for all the hard work.
#4
Getting an error when trying to download the latest version, anyone else getting this?

*EDIT* Never mind, it was an issue with dropbox, seems solved on their side now.
#5
Quote from: LadyAth on July 17, 2016, 10:35:15 AM
@Zap Brannigan:  I got that as well, but just save your game, quit RimWorld and load it again.  All pawns appear fine afterwards.

Worked 100% thanks very much LadyAth!
#6
Thanks for all your work EdB, I've been using your mods since I first time I loaded up rimworld. Thank you for uploading an alpha14 update.

Now I know the update is buggy, but I am hoping someone will know a fix to my problem. I am trying to create a game with 5 maxed out survivors, however once I get in it seems to randomly disable some skills. Its different every game and different pawns, it happens even with just 1 pawn sometimes. Its almost like it is randomly selecting other backgrounds after the fact.

Note that the pawn should have 19 stats for everything (I thought maybe I had the stats set to high and was bugging out) and it should have nothing disabled, but the combat stats and research are blanked.

[attachment deleted by admin - too old]
#7
I get the same issue with Animals and typically when they try haul food dropped by raiders in my killbox. However I think it is an issue with Areas and not with hauling, as I get a similar result with colonists set to repairing. They will frequently walk into my killbox to repair walls, when the walls are outside of their allowed zones.
#8
I get a similar issue, I mark the indoor areas of my base (built entirely into a mountain) as Manhunter (simply marked indoors for animals), so that when I am raided or have a manhunter event, I can have all my colonists and animals safely indoors behind my walls. However often animals that have been trained to haul will rush through my main door to collect any dropped food just outside, and Colonists that I have set to repair, will decide to run out into all the cross fire to repair a building/power cable outside of the marked safe zone. Very frustrating.
#9
I can't seem to place the auto loader. I have used it in the past with A10 and A9 with out issue. I have a number of mods installed but none of them effect the mortars. I have attached a screen shot.

[attachment deleted due to age]
#10
I don't understand why everyone is having issues with the scarfix, I have multiple mods installed, simply select my scar covered colonist, right click the machine, and pick use. The bills tab does nothing, this is known, and if you have console enabled it will also through up an error, saying missing file, however it works WITHOUT the bills tab. Only thing that I think is that it actually takes too long. I've had 2 colonists have mental breaks and 1 starve to death after putting them in the machine, straight after waking up and feeding them. I think the main issue is that the "scanning" process takes too long, currently it takes just as long to scan as it does to treat. Scanning should be about half the time it is taking. Other than that, it seems very balanced. It doesn't fix other issues such has bad back or cataracts (I wish it did >_<) or even current injuries, so for a scar fixer it is balanced apart from the time taken.
#11
Mods / Re: Skullywags mods
July 15, 2015, 05:57:52 AM
Hey Skully, what is the status on your non-lethal weapons? I can't seem to download it from your github page. I hope they are still being developed!
#12
Hey skully, I created these Research files for ya. Still struggling with the .dll crafting, but here are the .xmls Go through them at your leisure. I did my best to balance it and added a sense of progression (you can't jump straight to plasma rifles or carbines, you need to work your way up to it).
https://www.dropbox.com/s/xuzjl7ljadhcgsb/ResearchProjectDefs.rar?dl=0
#13
I fixed it.... Note to self, learn how to spell the word RESEARCH, before attempting to add research >_<

Basically the higher tier weapons were looking for Research_Weapons_Ballistic_Pistol, but I had named it Reasearch_Weapons_Ballistic_Pistol. Note the extra a.

Code works perfectly now. Next job is to add it to a crafting recipe, which like you said is a dll file structure, which I am completely lost on :P

*EDIT* Going to try my hand at the dll tutorial here on the forums, I will post more if I get stumped (which is likely as I have no #C experience >_<)
#14
Quote from: BBream on May 02, 2015, 09:49:28 AM
I think it need to be deleted line
        <prerequisites></prerequisites>
Other research that not has prerequisites don't have this line.


<?xml version="1.0" encoding="utf-8" ?>
<ResearchProjectDefs>

    <ResearchProjectDef>
        <defName>Research_Weapons_Ballistic_Basic</defName>
        <label>Basic Ballistic Weaponry</label>
        <description>Teaches your colonists how to use basic machining techniques for ballistic weaponry.</description>
        <totalCost>1000</totalCost>
    </ResearchProjectDef>
...


I removed that line with no effect, a number of other mods I use leave the line there regardless.

However I did find a number of mistakes in the code (spelling mistakes and missing > once). Luckily the console was happy to point out what and where these mistakes were.

Fixing the mistakes now brings the research up in the research menu. However I now get 3 errors that say:

1. Could not resolve cross-reference to Verse.ResearchProjectDef named Research_Weapons_Ballistic_Pistol
2. Could not resolve cross-reference to Verse.ResearchProjectDef named Research_Weapons_Ballistic_Rifle
3. Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Its should be noted that pistol research seems to work fine. It is hidden until I research Basic Ballistics, however the other weapons are shown regardless, except scatterguns, which also shows up once carbines is researched.
#15
Quote from: skullywag on May 02, 2015, 04:36:56 AM
I know and thats what im saying, my auto heal casket has 1 gold in its cost list so it should be 20 but its not its 1 needed ingame.

It usually says 1 in the bill but it needs 20x that with out actually saying it. So your colonist should try to bring 20 gold to the cask. I agree with you that it should change the tool tip, but I don't think it does.