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Messages - RibDibbington

#1
Quote from: BeatlJoe on July 21, 2023, 05:45:24 AMSorry for the translator.
The music is perfect but I couldn't hear it in the game. I do not know where the problem is. No error message. In what order to load this mod? Thank you for the advice.

The easiest thing to do is turn off all mods except this one and see if it works properly. If it doesn't, the problem goes deeper than load order (try redownloading it). If it does, check your other mods, one by one, to see what's keeping it from playing. Did you install other music mods that might be interfering?
#2
Quote from: sumghai on October 28, 2022, 10:06:36 PM
Try changing the storage settings/priorities of all your stockpiles, such that the Animal Feeders have the highest priority, and that no other stockpile/storage building allows kibble. If there is no other place for kibble to go, the Feeders will only replicate enough kibble to fill the bowl, then stop until the quantity falls below 25% of the stack.

Hmm, nope. Still does it. Unless perhaps it's conflicting with StackXXL, which considers "25% of the stack" to be in the millions...
#3
Is there some way to modify (either in settings or in a separate mod) the sound radius for in-game objects? I have to move nearly a quarter of the way off the map to stop hearing both the Replimat and the MedPod, and they're extremely loud. While I find them absolutely essential to late-game play, their constant screaming makes them grating to be around and I never leave the camera in the area unless I absolutely have to, which cuts out the core of my base from usually being seen or worked with.
#4
There's a bug with Replimat I've had without fail since 1.3 (maybe before; I dunno). When constructing an animal feeder, upon connecting to the network it instantly dumps the entire stored contents of food into kibble, so I wind up with a stack of several hundred thousand kibble and no food for my colonists. It continues to suck down all food until it is deconstructed or switched off.

I'm not sure if this is being caused by a conflict with other mods, but I can't possibly imagine how that would be the case, anyway.
#5
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
October 05, 2022, 11:14:55 PM
Well, this might be the end of the line for one of the best mods for this game. How unfortunate.
#6
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
April 23, 2022, 11:57:08 AM
Make sure that the Children & Pregnancy settings allow for either an arbitrary number of colonists (I believe it tells you to set it to 0) or that you're not already at your set colony maximum.

I have this problem myself, despite it being set to zero. I use a custom storyteller that removes the population cap (so that I keep seeing quests and events that give me more colonists), but C&P still operates on its own behavior and refuses to let anyone get pregnant above a certain number of colonists...
#7
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
March 01, 2022, 08:35:56 PM
Quote from: GhostData on March 01, 2022, 09:06:25 AM
I use semantic versioning, so the only colony/save breaking version upgrades are ones where the first number changes, ie 4.1.0 -> 5.0.0
Hey, that's super useful to know. Thanks!
QuoteIf you want to post a hugslib log with your mod list and provide the below info, I can look into it:
You know, I'm gonna guess it's not your fault. I'll probably still troubleshoot later. I have a fair few mods. I did notice when I updated that the mod wasn't recognized as being the same mod that I had installed previously. I had to reactivate it, and I tried to put it back in the exact same position in my modlist, but hey. If I got it wrong, that might have been part of the problem.

I remember that only because it's weird that it wouldn't think it's the same mod. Other manual mod updates always have before. I've only ever downloaded it from your thread here, too.

Thanks for all your work! This is something that Ludeon needs to buy from you and put in the base game, honestly.

EDIT: Oh, something else. Babies are being "rescued" from their cribs to MedPods, which cycle in perpetuity (and make that annoying alert repeat) because nothing is wrong with them. I'm not sure if this is a change with C&P updates or MedPod updates, because they've both been updated recently.
#8
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
February 28, 2022, 09:47:43 AM
Quote from: GhostData on February 27, 2022, 01:43:09 PM
a new stage (...3 years...)

Aha! I THOUGHT that was the cutoff! I had been gaslighting myself for years in-game, because my 3 year olds have kept their (headless) baby sprites (not even toddler; it's the crib baby walking around). I'll see if this new version fixes that (or goes back to purple square errors).

EDIT: Nope, killed all my children. This happens every time I update your mod, though. They're still there, but they either have no sprite at all (and are still incapped, even if I manually edit their age) or have an adult sprite (as a baby, toddler, or child) and are incapped.

Do you recommend only ever updating the mod when starting a new colony?
#9
Quote from: webkilla on January 12, 2022, 03:32:09 PM
I wish this mod collection would get updated - or if someone else would at least take it over and port it to 1.3
Cheat Reactor works in 1.3.
Embrasures has been superseded: https://steamcommunity.com/sharedfiles/filedetails/?id=2601392777
Enhanced Options works in 1.3.
Laser Drill works in 1.3.
Omni Gel has an analogue in Science Never Stops, of a kind.
Reverse Cycle Cooler has been updated: https://steamcommunity.com/sharedfiles/filedetails/?id=2565870562
Shields works in 1.3.
#10
Quote from: sumghai on December 17, 2021, 08:54:39 PMautomatically removing the Lush and Stoner traits from pawns cured of their permanent alcohol and smokeleaf addictions
Holy shit, that's great. I've been avoiding those two because of their penchant for mental breaks and getting high off our own supply (we're all forced teetotalers); now I don't have to leave them for dead in caravan raids.
#11
QuoteAdded clickable icons for faction and ideoligion
I love you so much. It's a massive pain to have to dig to get to the ideoligion view when all I want to do is make sure my prisoners are converted so that I can flip to the recruit button. RimHUD needs to be the standard UI. Cheers!
#12
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
November 20, 2021, 12:06:09 PM
Quote from: Wolpeti on November 20, 2021, 02:28:14 AM
[clinically defined insanity]
So you're mentally ill, then. Got it. Heaven forbid anyone have any opinions or preferences that differ from yours. Fuck off, kid.
#13
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
November 20, 2021, 12:37:11 AM
Quote from: Wolpeti on November 19, 2021, 08:34:49 PM
Having 8 year old raiders is nonsense
I love that, actually. It makes me feel terrible to have to shoot them. It also makes a lot of sense with many of the settlement types. Sure, the more civilized industrial raiders shouldn't technically use kids, but cannibals? Flagellators? Unga bungas? Perfect sense.
Quotehaving an imperial squad
There's that, though. It doesn't make much sense there. But a kid being the focus of a quest which also sends a squad to help protect him is good.
Quoteseven year old flake addicts who drop their biocoded weaponry
This is cool, too. Some societies aren't worth saving. You'll be doing them a kindness to see them die.
#14
Releases / Re: [1.3] AutoCapture (1.0.0)
October 01, 2021, 05:22:31 PM
This is a great idea, but shouldn't they prioritize the ones closest to death, so that they can get them to a bed and treated more quickly? The ones least hurt can handle being downed for longer.
#15
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 08, 2021, 10:29:40 AM
Quote from: spongebob on September 06, 2021, 05:39:30 PM
There seems to be bug involving raids with the mod. I cant get any human raids after the early game.
What's "the early game" and how are you distinguishing it?