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Messages - Xplicita

#1
Mods / Re: A14 best mods?
July 20, 2016, 10:15:18 PM
Quote from: kaptain_kavern on July 17, 2016, 09:25:21 PM



All of this i literally can't play without.

And those i like too  ;D :


  • Marijuana Mod  8) : Adds the cannabis plant which you can harvest to roll into some nice joints.
  • Fences : Self explanatory
  • Modular Tables : They are 1 tile in size tables that link together like a wall. They can be dragged out and made into any shape to fit anywhere you need
  • Stonecutting Tweak : Adds separate bills for the different stone types to the stonecutting table to allow use of the "Do until you have X" crafting option
  • Don't Mourn The Dead : Remove the Visit Grave joy activity from the game.
  • Auto Seller : Self explanatory
  • Fluffy Relations Tab : Replaces factions tab with an overview of colony and faction relations.
And there some more not updated to A14 yet ;)

Thanks, I grabbed:
CCL
Hospitality (when updated)
Marijuana
Fences
Doormats (when update)

I like keeping it pretty close to vanilla, the expanded garden seemed cool but just a bit to much.  Thanks for the replies
#2
Alright, thanks.  I just recently got this so haven't done any mods or anything besides the base game and haven't encountered any bugs that noticeably annoy me until this one.  I been considering adding a few mods for more fun but didn't think I would need a mod to make the game play properly.
#3
So in order for the game to work properly I have to install a mod?
#4
I was a bit confused what the whole CCL thing =(
#5
Quote from: 1000101 on July 17, 2016, 06:14:18 PM
The problem stems from an inverted check.  The discussion in the rimworld modding slack has found the problem (macrosblackd is the one who actually noticed it) and CCL's check has been inverted for proper logic.

The logic should look like this (from CCLs code):
            validator.minPref =
                desperate
                ? FoodPreferability.DesperateOnly
                :
                    !eater.RaceProps.Humanlike
                    ? FoodPreferability.NeverForNutrition
                    :
                        eater.needs.food.CurCategory >= HungerCategory.UrgentlyHungry
                        ? FoodPreferability.RawBad
                        : FoodPreferability.MealAwful;



Uh, what does that mean exactly?  My games says up to date but this is still happening =/   I haven't used any mods just the game as it is.
#6
Mods / A14 best mods?
July 17, 2016, 04:46:01 PM
I just recently got into playing this game and never used any mods but some sound interesting and others meh.  I noticed one person on these forums who post a lot of his mods together but other than that a lot are spread all around and hard to see all mods that are available.  Which mods does the community as a whole feel really improve and make the game more fun to play? 
#7
Quote from: Idara on July 17, 2016, 03:45:40 PM
I'm experiencing the same issue. Also running vanilla, have no human meat at all. I also notice that whilst eating raw corn and berries no longer gives a debuff, drinking 'raw' milk does, which seems odd...

Only thing that makes sense to me is somehow the moodlets for certain raw foods got removed so they are going in the order of food that will give the least bad moodlets and since raw food isn't giving a bad moodlet the game considers it the "best" food possible for that pawn.  This bug has made simple meals and nutrapaste completely obsolete. =(
#8
I'm also running completely vanilla with never using any mods and all my colonist choose raw food over everything else and zero mood impacts.  They choose raw food (corn usually) over nutrapaste and simple meals and they are eating more frequent and spending half the day in the freezer eating raw food instead of going to the table and eating meals.