Items in storage containers appear to be invisible to "Make until X" bills. I have well over 50 pairs of pants in storage.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Releases / Re: [1.0/B19] Auto Seller - (v2.0.4.0) (05-08-2019)
November 01, 2019, 11:28:21 AM
Getting strange behavior with a filter meant to sell untainted apparel at 60% health or lower.
#3
Mods / [MOD REQUEST] Saner large caravan packing behavior
November 28, 2018, 01:06:29 PM
When gathering a giant caravan of 50 or more pawns, such as 10 colonists and many, many muffalos, they'll end up attempting to gather all to the same spot and wait until everyone is fully ready. This becomes a major problem as with that many pawns, one or more will usually either start sleeping, go to eat, etc, and the rest of the pawns will mindlessly mill about for days on end because a single muffalo decided to take a nap, then someone else went to get something to eat, and it never gets formed while everyone breaks.
I'd like a saner mod that once everyone has gathered at the caravan gather point once, they begin packing regardless of if one of them is eating or sleeping, then all of them wake up or stop eating once packed and leave immediately.
I'd like a saner mod that once everyone has gathered at the caravan gather point once, they begin packing regardless of if one of them is eating or sleeping, then all of them wake up or stop eating once packed and leave immediately.
#4
General Discussion / Who does doctoring while in a formed caravan?
January 05, 2018, 08:28:52 PM
Injuries get patched up over time, visibly, but you can't open the work tab to adjust who does stuff. Also injuries get patched up overnight even while the person who is a doctor at home is gaining rest, sleeping.
#5
Outdated / Re: [B18] Mechanite Forge - Transcending humanity
January 04, 2018, 03:10:26 PM
Sometimes raids fail to spawn with this mod enabled.
https://gist.github.com/2bce6b8160fab3be0e30aca89f1a037b
https://gist.github.com/2bce6b8160fab3be0e30aca89f1a037b
#6
Releases / Re: [B18] Misc. Robots++
January 03, 2018, 11:41:07 AM
Manhunters seem to be attacking kitchen bots out gardening. They won't attack the original hauler and cleaning bots though. If there something in the defs I can edit?
#7
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
December 11, 2017, 07:24:39 PMQuote from: Harry_Dicks on December 11, 2017, 07:22:56 PMSelect an active robot, and in their little info box on the lower left, click the area indicator (Unrestricted by default) to choose a new area.Quote from: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:
- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.
I'm feeling really dumb, but where is the option to assign what areas bots can work in?
#8
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.2 / 11.12.2017)
December 11, 2017, 07:00:48 PM
Where would I put <MoveSpeed>4</MoveSpeed> in the defs if I wanted to change the cleaner bot's speed?
EDIT: Whoops, sorry, thought it would be in the PawnKindDefs folder since there wasn't a ThingDef_Races folder, it's actually in the ThingDef folder. Sorry about that!
EDIT: Whoops, sorry, thought it would be in the PawnKindDefs folder since there wasn't a ThingDef_Races folder, it's actually in the ThingDef folder. Sorry about that!
#9
Mods / [Mod Request] Skill minimum sanity
December 08, 2017, 02:55:35 PM
A lot of things in mods require more than 10 in their relevant skill to build. I'd like to see a mod that reduces any skill requirements above 10 down to 10 programmatically, and increase the work amount to make up for it, to avoid situations where something is never done because someone's skill degraded to below the minimum. I like the skill degradation in the idea that not practicing makes you rusty.
#10
Outdated / Re: [A17] Priority Treatment
November 25, 2017, 09:48:27 PM
Simple fix: Change the version number in the about.xml (optional) and change <WorkGivers> and </Workgivers> to <Defs> and </Defs>, respectively.
I also uploaded a pre-fixed version here: https://github.com/Pichu0102/Priority-Treatment/releases/download/1.2/PriorityTreatment.B18.zip .
I also uploaded a pre-fixed version here: https://github.com/Pichu0102/Priority-Treatment/releases/download/1.2/PriorityTreatment.B18.zip .
#11
Releases / Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
November 24, 2017, 11:26:57 PMQuote from: Canute on November 18, 2017, 04:07:35 AMYeah, back when playing a17, I had mechanite forge which had seraphium, which improves blood pumping and filtration. Although I'm not sure why that would make normal bionic legs better than advanced ones.
That is indeed odd.
Because i notice too that both legs got different enhance stats.
One enhance the body part eff. and the other increase the moving.
But i compared the movespeed of my pawn before and after the operation and my movespeed got slightly increased with the adv. bionic leg.
Does you pawn got some other equipment, food or drugs that change some stats maybe ?
#12
Outdated / Re: [B18] DD Work Tab
November 21, 2017, 08:04:26 PM
This does not play nice with Outfitter.
https://gist.github.com/HugsLibRecordKeeper/6a796ddb71d8e9d6526a05dc0eee94f1
https://gist.github.com/HugsLibRecordKeeper/6a796ddb71d8e9d6526a05dc0eee94f1
#13
Releases / Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
November 18, 2017, 01:03:16 AM
Noticed something odd: When I replaced a bionic leg with an advanced bionic leg, moving went down by 10%.
#14
Ideas / Re: Your Cheapest Ideas
November 08, 2017, 10:41:25 AM
Have friendly assists spawn in hunt enemies mode instead of moving leisurely to your base first.
#15
Releases / Re: [A17] Hatti's Modlist (Updated 25.05.2017)
June 21, 2017, 10:42:57 PMQuote from: InsKill on June 21, 2017, 10:38:46 PM
Any chances Caravan Spot for A17?
It's already built in to a17.