Late but, I would like to see this on steam as well, my computer refuses to properly load any non-steam mods for RW.
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#2
Releases / Re: [A16] More Monstergirls
November 19, 2017, 01:01:42 AM
Quite hyped for MMG being on B18 can't wait.
#3
Releases / Re: [A16] More Monstergirls
September 05, 2017, 02:50:42 PMQuote from: LiteEmUp on August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...
currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...
so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
EDIT: Don't bother with what I said if your using the Forum version of the Monstergirls they all are Patched for A Dog Said Easy Patcher. Download that and add it after both ADS and MMG.
#4
Releases / Re: [A16] More Monstergirls
August 12, 2017, 05:34:29 PMQuote from: Walking Problem on August 12, 2017, 02:31:18 PMMy game breaks with non steam Mods. No idea why I have already lodged a complaint too.
bloodshifter - then why not you play with the one "with" the codes?
#5
Releases / Re: [A16] More Monstergirls
August 12, 2017, 06:08:53 AMQuote from: Walking Problem on August 11, 2017, 04:25:03 PMThe steam version does not have those code lines.Quote from: bloodshifter on August 11, 2017, 01:44:26 PM
Wagon question, I've been talking to Walking Problem the creator of Minions Mod and he's willing to make a mod to add back in the various tasks for the MGs that used to be shared between the two mods. Problem is I can't contact Junchan to ask if it's alright.
Hey, I just downloaded the mod to take a look.
The latest version of More Monstergirls actually is already using ChJees' codes to make them to some chores already (although Minions still does more types of work, because ChJees' codes only works for some type of works, but dun work for most others; and that I actually self coded all the different work types, but used ChJees' codes for improved performance for some work type).
These are the work types that already work in MMG based on the latest version i just download to see:Code Select<subNodes>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>CleanFilth</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Mine</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>PlantsCut</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Strip</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>GrowerHarvest</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Slaughter</workGiverDef>
</li>
</subNodes>
You should download and try again.
#6
Releases / Re: [A16] More Monstergirls
August 11, 2017, 01:44:26 PM
Wagon question, I've been talking to Walking Problem the creator of Minions Mod and he's willing to make a mod to add back in the various tasks for the MGs that used to be shared between the two mods. Problem is I can't contact Junchan to ask if it's alright.
#7
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
August 11, 2017, 01:41:01 PMQuote from: Walking Problem on August 11, 2017, 05:14:59 AMI can say that if any mod conflict exists it hasn't procted for me in 30+ hours. Though Minions give Priority to Hauling, mine Mined and Cleaned about the same as without the Mod Hardworking Animals. Annoying though that Hauling is now a 9 unit task to Master for Minions, also teenage Minions seem to favor Hauling then Cleaning.
Yeah, should give it a shot and see if the conflict still exist. Do let me know as well.
Because so long has passed, certain issues may have been resolved... hard to tell
Quote from: Walking Problem on August 11, 2017, 05:14:59 AMIf Jun ever replies to the thread or PMs =D, but yea I'll let you know thanks for your effort in this.Quote from: bloodshifter on August 10, 2017, 08:12:35 PM
Sadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>
I see, why not, when I'm more free, I create a sub-mod for the MMG mod. =}
Nowadays a little bit busy, but see if I need Junchan's permission or help. Let me see how it goes.
#8
Releases / Re: [A17] Minions Ver 4.0 Launched!
August 10, 2017, 08:12:35 PMQuote from: Walking Problem on August 04, 2017, 04:00:48 PMSadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>Quote from: bloodshifter on July 30, 2017, 08:25:17 AM
This has likely already been asked but, a quick search hasn't turned up anything.
Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.
If you have the Minions mod, what you can do is to "hack" the More Monstergirls mod.
You go to their Races Base xml, and change the "thinkTreeMain" to "Minion" - like this:
<thinkTreeMain>Minion</thinkTreeMain>
------
This will switch their "thinking pattern" to the Minions' thinking pattern.
But I do not use the More Monster mod anymore, so I not sure what you will break when you do this hack.
I tried the mod before, but having "these monster girls" just spoils my experience of the game ; although the same could be said for the Minions mod for some people, LOL!
#9
Releases / Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
July 31, 2017, 02:43:11 PMQuote from: Mavoc on July 31, 2017, 12:08:09 AMIt's likely from my mods then, as my walls DO give Beauty.Quote from: bloodshifter on July 30, 2017, 11:37:34 PMJust tested it in game, none of the wall sections give beauty, not even gold or jade. Though they do add to the wealth score.
Wall Vents drop Beauty because they replace the value of the wall. Typically anything above wood gives a positive value.
Secondly the Vents added in the Mod can be placed ANYwhere, so long as a Pipe is adjacent to the Vent. When I get on a computer I'll upload a picture to show.
One of the vents can be placed anywhere, the other can only be placed on top of a wall tile. I never said that the full vents couldn't be placed anywhere in the room, I just asked why would you place them anywhere but in the walls. My main reason for asking was I don't think the full 1x1 vents are even worth having in this mod as the Wall placed ones are functionally better and it would make more sense to have multiple "Wall Mounted Air Vents" of different strengths and drop the "Air Exhaust Vents". Just having these 2 things that look and sound so different but being basically the same thing at different strengths is just going to cause confusion.
I assume you have conceded that the vents do not use power.
Material efficiency. The fact that they are quite fragile. the usual circular nature of things in Rimworld for Greenhouses. Also Wall mounted one can be targeted from the outside as the are simply on a different layer but, still taking the 1x1 cell. Smart placement would get rid of this weakness but, often it's easier to sacrifice a room cell instead.
indeed, I got mixed up with other vents which do use power.
#10
Releases / Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
July 30, 2017, 11:37:34 PMQuote from: Mavoc on July 30, 2017, 05:43:36 PMWall Vents drop Beauty because they replace the value of the wall. Typically anything above wood gives a positive value.Quote from: bloodshifter on July 30, 2017, 04:32:46 PMFirst off the Wall Vents are the ones that get placed on top of walls, the Regular vents are the ones that replace them. So as for the raiders I think you got your vents backwards.
As the guy above me states, Wall Vents cause the Raiders to target those sections of the wall first and are relatively easy to destroy and have negative beauty, regular vents are a bit hardier and have less of a beauty impact.
Not to mention better efficiency and power consumption. For a starting base it's a life saver till I get Water Turbines or Steam Generators.
More importantly, neither vents have any beauty score or power usage.
Secondly the Vents added in the Mod can be placed ANYwhere, so long as a Pipe is adjacent to the Vent. When I get on a computer I'll upload a picture to show.
#11
Releases / Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
July 30, 2017, 04:32:46 PMQuote from: Mavoc on July 30, 2017, 02:15:36 PMAs the guy above me states, Wall Vents cause the Raiders to target those sections of the wall first and are relatively easy to destroy and have negative beauty, regular vents are a bit hardier and have less of a beauty impact.
Also after reading this thread, it seems some of you are placing the full vent inside of rooms instead of replacing a wall tile with them.
Not to mention better efficiency and power consumption. For a starting base it's a life saver till I get Water Turbines or Steam Generators.
#12
Releases / Re: [A17] Minions Ver 4.0 Launched!
July 30, 2017, 08:25:17 AM
This has likely already been asked but, a quick search hasn't turned up anything.
Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.
Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.
#13
Releases / Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
April 26, 2017, 02:07:30 PM
Similar issue with Ribs, none of the Mediafire or steam version let me use them. It seems to be a Mod conflict with 阿卡萨斯's Sword and Magic-Rune Enchantment. As the Hardcore version of EPOE works for me by itself and so long as I don't do A Dog said...
#14
Releases / Re: [A16] More Monstergirls
April 18, 2017, 05:25:46 PM
As a note, the steam version of this Mod seems to be downloading as a .7Z file. I'm unsure as to why but, its crashing games so long as you remain subscribed to it.
#15
Releases / Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
April 18, 2017, 05:21:46 PM
Question if one wished to remove the rib options from this mod (due to conflicts with another I cannot use either mod) what should I remove? And I mean completely the conflicts between this mod and Sword and Magic - Rune Enchantment makes it so neither mod no matter the order fail to give any chance to install ribs.
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