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Messages - tag8833

#1
Outdated / Re: [A16] Camping Stuff v0.2.3
August 24, 2017, 03:32:57 PM
You know what I just realized.  You have to select a pawn and then right click on a tent to deploy it.  It isn't an option when you select the tent. 

That was my problem.
#2
Outdated / Re: [A16] Camping Stuff v0.2.3
August 23, 2017, 11:32:16 AM
Quote from: Alias on August 21, 2017, 06:36:19 PM
Hmm, that's a new one... That issue is known to the a16 version, Can you confirm that you downloaded the entire file, placed it in mods, and are only running the a17 version?
Also is the log in devmode spewing any errors (when you try to interact with the tent)?
Pretty sure I installed the mod right. 

I've attached screenshots of my Rimworld Version, my mods list, and the results if I do a DeepInspector on the Tent.

Here is the About.xml:
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>

    <name>Camping Stuff</name>

    <author>Nandonalt</author>

    <url>https://ludeon.com/forums/index.php?action=profile;u=58544</url>

    <targetVersion>0.17.1557</targetVersion>

    <description>v0.2.3 Camping Stuff Mod By Nandonalt (made compatible with a17 by Alias): Adds Deployable Tents(Normal, Medium and Big), Sleeping Bags, Portable Stoves and the Butchering Spot.
   Version 2.0 enables you to make tents from any textile and adds two new sizes to tents: medium and big.</description>

</ModMetaData>

[attachment deleted by admin: too old]
#3
Outdated / Re: [A16] Camping Stuff v0.2.3
August 21, 2017, 04:28:00 PM
Quote from: sirgzu on August 21, 2017, 03:23:41 PMTry restarting the game and then first thing try deploying the tent.
Good idea, but that didn't do it.  I'm wondering if I've got a conflict with another mod.  1st thought is miniaturization or the allow tool.  I'll do some tests by removing them.
#4
Outdated / Re: [A16] Camping Stuff v0.2.3
August 21, 2017, 03:09:19 PM
I downloaded the A17 version posted above, and I can craft tents, but can't deploy them.  Any thoughts?
#5
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
May 19, 2017, 05:09:53 PM
I've been playing this mod for a while, and having a blast.  I've been playing it purely vanilla without other mods enabled.  It is a really major achievement, and I have been very impressed. 


Here is my feedback:

1) Having to micromanage Suits is a bit annoying.  Especially when you get to 50 colonists like I've got.  I have a Proposed fix for this.  Change the "Cleaning" job type that is currently used for cleaning Solar panels to "EVA Work", and the 1st type of work to do is put on a suite.   That way, I can handle it through work Prioritization.  Having two "Cleaning" work types is confusing, anyways.

2) My poor colonists have no protein in their diet.  It wasn't until I was writing this that I realized Condiments could be used for Fine Meals.  Good Martian reference there, I was just a little slow to spot it.  Still, I feel like I should be able to grow something with protein.
A)  Soy (tofu). Change the "Butcher Table" to "Soy Processor" so that I need a task to convert raw Soybeans into Tofu.   
B) Livestock.  :) This would be awesome :) Give me the ability to request a "Livestock" shipment from earth.  I don't know why, but I love the animal husbandry aspect of Rimworld. 

3) I was playing at "Normal" Meaning I had 4 supply ships.  At the start, this was more than enough, but as I got settled, I was ready for more colonists more frequently.  I need to be able to build more ships!  I know that is in the pipeline, but I'm looking forward to it.

4) When I started I was confused about what some of the Chem buildings worked.  At 1st I tried to setup a few AWG's outside to try to collect moisture from the martian atmosphere.  Then i put them inside, and figured you had designed water as a closed system.  Then I realized I needed MIWEXes.   A similar thing happened with the MOXIE.  Once I ran out of MOXIE capacity, I couldn't figure out how to build more MOXIES.  It took me a while to figure out that I needed AGSes.   Most of the problem here is mainly naming convention.   "MOXIE" should be "Micro Atmosphere Generator (MOXIE)"  "AGS" should be "Atmosphere Generator (AGS)".   "AWG" should be "Dehumidifier (AWG)".  MIWEX should be "Water Purifier (MIWEX)".   Mist should be "Sewage Treatment (MIST)"  That way you still get your technical algorithms, but it is less confusing to someone that isn't versed on them.

5) Speaking of Sewage Treatment, Does the MIST have a capacity limit?  Because I'm running my entire colony off of one, and having no problems.  It seems a bit odd.  Also, It would be cool if the Toilet and shower blinked if they weren't connected to sewer.

6) Cabin Fever.  I've got a nice little park, and an enormous interior.  It would be nice if my Pawns could "Go for a Walk" inside under certain conditions.  Maybe less practical of a suggestion.

7) Power.  The Nuclear Generator is neat.  I found out that if you hook two of them to the same heat pipe it doesn't work.  That is one hell of a High Voltage Transformer.  One of my main regrets that I'm not fully self sufficient, because I can't enrich uranium.  It kinda feels like there should be one more power options besides Nuclear and Solar.  I know that isn't terribly practical, but I kinda wish it were a thing.

8 ) Medicine:  I wish I'd had access to smoke leaf, and nuerotromine.  Maybe bring back Psychoid, and let me refine it into nuerotromine so i can make meds.  Maybe some of this is best left to another mod.

9) Scars:  Some of my colonists arrived in a lot of pain.   I wish I could surgically fix that, or maybe give them better prosthetics.  One of my 2nd group of colonists had a carcinoma in his leg so massive that he couldn't walk as soon as inactivity set it.  Good work with that (exercise) by the way.  I am hoping to play this with one of the enhanced medicine and prosthetics mods next time through.

10) Economy:  I wish I had something that I could produce and send back to earth on the return ships.  My low priority proposal is that we add a tool called a "Scanner", and manning that tool would produce "Discoveries" which would result in income that could be used to customize shipments.  Sounds like you've got an economic system planned.  I'm Looking forward to it.

11) Caravans:  Once again, this is fairly low priority, but it would be neat if you could construct "Rovers" that allowed you to create caravans to other Mars Colonies for trade.   Just another addition to enhance the late game.

Anyways, that is my 2 cents.  Might think of something else to add later.  Thanks for making this mod.  I'll be looking forward to anything else you do in the future.
#6
Mods / Are some A16 Mods Going to Work In A17?
May 16, 2017, 10:18:18 PM
I don't use steam.  I've got about 30 mods that I really like.  Are they going to work in A17, or am I going to have to wait for the modders to update them?   

I see that many modders are on top of it already, but I figure a few of them will be slower.