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Messages - LycanBlackpaw

#1
Unfinished / Re: Children and Pregnancy
February 07, 2017, 07:38:29 AM
Quote from: Thirite on February 07, 2017, 01:38:23 AM
You said you used the Orassans mod which conflicted with this mod. I have no interest in making them compatible. Compatibility with the framework entails compatibility with resulting mods derived from it (children race graphics & race specific code). Really not interested in arguing this any further, but I did get a good laugh that you would imply I wasnt well adjusted.

Considering that compatibility does NOT mean that (look at Psychology-it works with other mods, and runs with the AR framework, but simply doesn't affect custom pawn types. Before that fix was implemented, it would literally prevent you from playing if you had a custom race) I do think you're not well adjusted. You insult people who ask a simple question based on one, unrelated part. Whether or not I had specifically mentioned "Orassans", would you have said the same thing anyway? What if I had said it was because I used "Crystalloids"?

You specifically targeted a group of people simply based on one, meaningless aspect, just because you don't like it. If you want to think you're better than everyone else, go ahead. But you simply proved my point by not understanding the question or statements I have made.
#2
Unfinished / Re: Children and Pregnancy
February 06, 2017, 09:40:11 PM
Quote from: Thirite on February 03, 2017, 10:04:42 PM
Not saying you have to be. I'm saying that I have no interest in making compatches for a mod which to my observation is the "Furry mod" that all modding communities are subject to. If people get offended when I call borderline-zoophilia degeneracy, well, tough luck.

edit: Regardless, this is getting incredibly off topic and I would rather have this continue in a separate thread if it has any reason to continue at all.

See, the thing is with that statement is that it's not a compat for a "Furry mod". It's a compat for a Framework mod, which is built to allow for alien races to be inserted into the game-which includes Jaffa (humans that were subjugated in the Stargate TV series) and Crystalloids (literal crystal beings). Your logic entirely dictates around JUST the "Orassans" mod, and not what was actually asked.

I personally don't care one way or another if you think it's a "sexual fetish" or whatever-that wasn't the point. The point was that you decided to go off on a tangent about something that had nothing to do with the original question asked, instead of simply answering it like a well-adjusted person by saying "No, there is not an ETA for compatibility."
#3
Unfinished / Re: Children and Pregnancy
February 03, 2017, 06:22:42 AM
Quote from: Thirite..."hurriedly make the mods compatible"...

I asked if there was an 'Estimated Time of Arrival (ETA)' on compatibility with the Alien Races framework. I didn't say you needed to work on it, nor that it should be a priority. Yet you immediately decided that, instead of simply saying "No", you would insult me for using Orassans.

That's a really dick move, and was completely uncalled for. I prefer using Orassans not because it's a "Furry" mod, as you put it, but because it adds more variety to the pawns-Once several more large race mods are released (with some content, not just a reskin of a human) I'll probably add those as well. Orassans just happens to be in that state currently.
#4
Unfinished / Re: Children and Pregnancy
February 02, 2017, 05:52:01 AM
Quote from: Thirite@LycanBlackpaw
The implications of making them work together would require large changes to the Alien Framework to also support alien children. And I really have less than zero interest in making my mod compatible with something as degenerate as furries.

...Wow. Hating people for an interest when you're putting babies in a game with cannibalism. Suddenly I don't want to use this mod anymore.
#5
Unfinished / Re: Children and Pregnancy
January 31, 2017, 07:19:11 AM
Is there any kind of ETA for a compatibility between this and the Humanoid Aliens framework? I want to use this mod but I use Orassans, so
#6
Releases / Re: [A16] GHXX's Tech Advancing (1.4)
December 29, 2016, 06:10:00 PM
EDIT: Ignore this. It fixed itself when I reloaded the game for the second time (I moved the mod to the bottom of the list)
#7
Outdated / Re: [A16] Psychology (2016-12-28 v3)
December 28, 2016, 09:23:18 PM
I've got a couple...Let me post my mod list. Off the top of my head it's just Orassans, the Medieval Times factions, and the Call of Cthulu factions.

    Core
    HugsLib
    Chemicals & Neutroamine
    MadSkills-A16-1.2.1-T
    RW_AreaUnlocker
    TradingSpotA16
    Tech Advancing
    StepAway
    ShutdownAllA16
    sd_conduitwall
    sd_adv_powergen
    RW_MedicalInfo
    RW_Manager
    RW_EnhancedTabs
    RW_Blueprints
    RoofSupport A16
    Refactored Work Priorities
    RecolorStockpileA16
    PrisonExtensions
    OSHACompliance
    MineItAll
    kNumbers-0.6.0
    ICanFixIt
    Hand Me That Brick
    Grenade Fix Rearmed
    Fluffy_Breakdowns
    Floors Rebalance
    CraftingHysteresis
    realisticbeds
    Cooks Can Refuel
    Caerbannog
    Autoclose Event Notifications
    Animals Hoods
    AllowTool
    Call of Cthulhu - Cosmic Horrors V1.4 A16
    Quality Builder
    Prisoner Harvesting
    Overhead Mountain Removal
    Mending Easy
    RemoteExplosives
    Bulk Meals A16
    Medieval Times
    Improved Ship Reactor
    Growable Grass
    Growing Plots
    HP Lovecraft Storyteller v1.2 A16
    Jecrell - Tobacco & Cigarettes V1.3c
    Call of Cthulhu - Straitjackets 1.0 A16
    Call of Cthulhu - Industrial Age V1.1 A16
    Call of Cthulhu - Factions V1.7 A16
    Call of Cthulhu - Cults 1.1a A16
    ExpandedProsthetics&OrganEngineering
    A Dog Said
    Orassan (heads)
    Orassan (EPOE Patch)
    ResearchList
    LongRangePodLauncher
    FashionRIMsta
    RIMkea 1.1
    RT_Fuse-A16-1.0.4
    RT_QuantumStorage-A16-1.0.7
    RT_SolarFlareShield-A16-1.1.1
    CaravanSpot
    DefensivePositions
    Better Pathfinding
    StackXXL
    EdBPrepareCarefully
    Psychology
#8
Outdated / Re: [A16] Psychology (2016-12-28 v3)
December 28, 2016, 09:14:59 PM
Not really sure what's going on, but this error pops up when attempting to create a world. I assume it has something to do with Psychology not interacting well with mods that add factions, based on what little I can read of it.

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._PawnComponentsUtility._CreateInitialComponents (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#9
Releases / Re: [A16][MODLIST] Glitter Tech
December 25, 2016, 04:12:04 PM
So, I'm not sure if this has already been discovered, but there seems to be a bug with the A16 version of Glitter Tech. Whenever the mod is loaded, all walls build instantly when a pawn interacts with it-the work time is always 1. It doesn't affect any other structure, either.

This reddit post is where I found out the problem was occurring for others-I had thought it was a broken mod on just my end. After doing testing, disabling Glitter Tech fixed the problem instantly.
#10
Yeah, disabling Psychology worked. It's weird-I know they worked together before without this issue...I wonder what changed. It sucks since some of the Psychology traits are really nice.

EDIT: WOOHOO, I got it to work! I think the file I had for Psychology was broken (probably because of Steam auto-updates), but I went to the thread and got a new version of the A15 file-loaded it up, no problems! This post is where I got it from, for anyone who ends up with the same problem.
#11
Okay...I have no idea why or how, but for some reason, my mods decided to break on me. I keep getting an error that's preventing my pawns from having random interactions, and the only thing I can see in the console is from Hospitality. This is A15



Modlist is as follows:
HugsLib
RD-Floor Beauty Rebalance
H.P. Lovecraft Storyteller (normal and double pop)
Growing Plots
Medical Tab
Animals Tab
Allow Tool
FishIndustry
[sd] bridges, chicken nest, conduit wall, goodnight, medicaddons, pillows, advanced power gen, Preapre For Fishing, round table, and spaceship (in order)
Vein Miner
Don't Drop When Psychotic
Wildlife Tab
Realistic Darkness
GHXX Tech Advancing
Stonecutting Tweak
Step Away From The Medicine
RimFridge
Refactored Work Priorities
RedistHeat
Recycle
Reasonable Lamps
Quality Builder
PetFollow
Modular Tables
Medieval Times
Mad Skills - Tiered
Animal Hoods
Improved Increased Stack
I'm The Worker Now
I Can Fix It
Hauling Hysteresis
Hand Me That Brick
Guns and Grenades Tech Removal
Grenade Fix: Rearmed
Colony Manager
Blueprints
Feed The Colonists
Crafting Hysteresis
Cooks Can Refuel
Chemicals & Neutroamine
Call of Cthulhu - Neutral Factions, Industrial Age Object Pack, Cults, Cosmic Horrors (in order)
Mad Rabbits of Caerbannog
Misc. Bees'n'Honey
Autoclose Event Notifications
EPOE
A Dog Said NoCrafting
A Dog Said EPOE patch
Realistic Medical System (EPOE)
Better Pathfinding
OSHA Compliance
Better Pawn Control
Faction Discovery
Less Incident Trolling
Less Rebuff
Hospitality
Psychology
Prepare Carefully

Yeah...I use a lot of mods >.>

The only thing I could think of causing the issue was an interaction between Less Rebuff, Hospitality, and Psychology, but I haven't been able to get it to work in any load order. If it's a world problem, this colony is only a day old, so it's not that big a loss...