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Messages - AHare

#1
Outdated / Re: [A17] Jibbles Modlist
August 20, 2017, 01:18:49 AM
Would it be possible to make the natural stone walls work with Rainbeau's Smooth Stone Walls mod? I'd love to have both available, instead of needing to God Mode in some normal stone walls after building yours, just to smooth and match the rest of my base's interior.
#2
Mods / [Mod Request] MD2 Mechanical Walls
August 08, 2017, 07:39:43 PM
Would anyone be able to update or recreate the Mechanical Walls portion of Mechanical Defense 2? I wish RimWorld had better support for larger doors or gates, but this would work too. MD2 hasn't been updated in a while though, disappointingly.
#3
Quote from: Seinne on July 26, 2016, 11:14:17 PM
Sorry to be the bearer of bad news, but, Extended Storage somehow messes with creating indoor spaces. Tested with this mod and ccl only, if you create a square room and then place a door in it, it changes from being designated an indoor unroofed, room to an outdoor room and wont change back. The pawns even roof it over like its a room.

The biggest issue with this is if you have two adjoining rooms, like bedrooms or freezer to kitchen, the game doesn't recognize them as separate rooms anymore even with a door between them.

The weirder part is that if you add another door next to the first, it fixes the problem sometimes.

I'm throwing no error codes in game or in the log, it's taken me hours adding and removing mods and restarting the game over and over to figure out which mod was causing the issue.
Seconded on all this. Was having the issue earlier trying to build inside a mountain, despite being well roofed it shows as outside until reload, though rain does not pass through. Building another room connected does fix the issue as well.

Odd glitch, but hey do what you can Skully. Honestly your mods are a must have for me, I've been putting off playing until you can update.
#4
-Reserved-
#5
Wooooo A13 finally :D
This will be for all my mods, ultimately a collection of tweaks to the base game (and the mods I like). For right now though, just a couple until things really kick into high gear.

Researchless Stonecutting Bench
Simple! Just removes the research requirement for the stonecutting bench, so you can use it right away. Seems silly to lock that behind a gate but not sculpting, but hey, mods!
#6
How'd you get the checkerboards to work? One for each combination?
#8
Mods / Re: Making furniture "uninstallable"
October 13, 2015, 11:22:49 AM
Add <minifiedDef>MinifiedFurniture</minifiedDef> to any items you want uninstallable.
#9
Quote from: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
No, emotional scars cannot be healed. They last forever.
#10
Quote from: omnix32 on October 11, 2015, 03:26:39 AM
I don't understand the Mod. No errors, everything worked, as in making the carts and one backpack. My colony though stops hauling items altogether. I can right click and haul it that way, but they go idle unless I send them to an item.

Removing Hauling as any priority will stop them from being idle and go to a work bench or whatever their suppose to do.

Also with the cart they ignore the other items next to the item I send them to.

I was thinking the Mod might make them pick up multiple items, not stop them from Hauling altogether. They just go around with the car and look at clouds, visit graves and do anything else but work.

It could be I am just doing something wrong, but I had to remove the mod.
The concept is cool if I understood how it was suppose to work.

Have fun.
I've had the same issue actually. I love the idea of the mod, but it seems a bit too buggy or just doesn't work as intended. Seems like after a while with the mod on, all of my colonists refuse to haul unless commanded, even when that's the only job available. Not to mention that even when they do haul it's very spotty - They'll keep something with them or they'll only grab one thing.
#11
Quote from: Telkir on October 09, 2015, 09:11:40 AM
As far as chequerboards with different flavours of stone go, hmm... I'm limited by the current Rimworld system. Random stream of thoughts:

Option 1 - see about thing-ified flooring. I'm against this because there's a big decrease in the prettiness of floors - textures repeat across 1 tile instead of over 16. Assuming the texture didn't look ugly that way, getting a floor to use 2 thing colours... I have a vague idea of setting that up but it might not work.

Option 2 - individual textures for every possible combination of stone chequering. This gets impractical really quickly because you'd have to add an architect button for each unique combination as well as having a specific texture for each one, bloating the download size.

Option 3 - a carefully chosen handful of stone combinations, such as the mentioned marble/slate and sandstone/limestone, would be the best way. Again it would need specific textures for each combination but there'd probably be no more than 6 good-looking combinations anyway, which is perfectly manageable.

I'll see about option 3. :D
Since you've already got stone tile flooring with full-sized tiles, you could add a set that works as an overlay. Partly transparent, having only two tiles and shading for the underfloor.
#12
How would one go about removing CR from their game and keeping an existing save non-corrupt? I tried it out for a bit and decided it's just not my thing, but the colony is actually doing pretty well compared to my others so I'd like to keep it. I get SquadBrain errors when unticking it from the Mods menu.
#13
Mods / Re: Vat Grown Colonists
September 18, 2015, 06:43:50 PM
Quote from: Loki88 on September 18, 2015, 03:35:20 PM
Quote from: JimmyAgnt007 on September 18, 2015, 09:48:25 AM
You wouldnt need human meat, just something with the same materials.  Maybe just animal meat.  More than you would get from a single dead colonist or animal.  That way we dont just throw in a corpse and get a new person.

I just thought it would be weird to have a guy made of dead muffalo parts, as if being grown in a vat doesnt make them socially awkward enough already... Toxos: "Hey man, what's wrong with Redfields?" Lumpy: "Just steer clear of him, the dude was grown in a vat! You don't know what's going on in that head of his"

I do agree tough it should cost more in materials to make than you'd get from a single corpse.
Could always have it as a quality thing. Growing a person with squirrel meat gives a worse person than someone grown with human meat.
Failure events sound cool too. Maybe it comes out early and roams your base as a monster until you kill it :D

Overall, love the idea. Would want to see the ability to regrow your dead colonists too, assuming they aren't rotting. Would put a nice need to have a freezer. Could even expand to just regrow full limbs, with enough time and resources, leaving that person unavailable to help the colony. Although maybe that's going into OP territory.
#14
Mods / Re: Mod Request - Pet Stuff
September 15, 2015, 01:19:25 AM
Yeah, that sounds helpful. I think you'd want to have the alerts limited to only tamed/named pets though, as I imagine having a few dozen or more alerts for all your animals would get very annoying very quickly.
#15
Mods / [Mod Request] Smoothed Walls
September 12, 2015, 07:51:09 PM
Sometimes it's nice to have the stone walls when you're digging into a mountain/hill, but they give -2 to beauty which isn't too great. So what about being able to smooth out the walls, similar to smoothing stone floors? Ideally they'd just negate the beauty loss and take about the same time to do as floors.

EDIT: It exists! E's Small Mods.