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Messages - superiorx

#1
Quote from: Adenia on January 06, 2017, 06:48:28 AM
I can't even count the number of times Rhyssia has had to remind me. Good soul, that one.
I feel a bit foolish that I didn't notice that option, but I'm just glad that I can play properly now :P
Thanks again, Rhyssia! :D
#2
Quote from: Rhyssia on January 06, 2017, 01:12:30 AM
Is the stockpile set to allow fresh/rotten?
Ah! I didn't realize there was a "Fresh" option for stockpiles now. Thank you very much for your help! Sorry I didn't notice this before.
Everything is working fine now :)
#3
Quote from: Rhyssia on January 05, 2017, 11:47:35 PM
The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.
So I just downloaded another copy of Hardcore SK and did a new install of Rimworld. I started a new colony in god mode. I've got some "Jerky" on the ground, but the colonists refuse to take it to my stockpile called "Jerky Stockpile", even though it's the only allowed item and it's set as "important". I tried to upload a zipped saved game file but the system says it's too large (800k).
Thank you, Rhyssia :)
#4
Quote
Super Dirty Fix:
Edit [Items_Meals.xml] found in/at: [RimWorld\Mods\Core_SK\Defs\ThingDefs_Meals]
Note: Saves with this fix should be compatible with newer versions as it only modifies traits of existing abstracts.

Replace code here:
STARTS LINE 6

<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<category>Item</category>

With:

<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
<category>Item</category>


and replace
LINE 39/45

<ThingDef Name="MealBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>

With:

<ThingDef Name="MealBase" Abstract="True">
    <thingClass>ThingWithComps</thingClass>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
    <category>Item</category>


Edit 2-
As far as I understand this code is probably the most accurate fix as compared to a dirty patch. If Mod Author Skyarkhangel would be so kind as to add a separate drink category in the meals tab in the future, it would make the OCD part of me overjoyed.
Hi Rhyssia,
Thank you for helping people correctly install this mod pack :)
Unfortunately the quoted bug is still happening to me. I tried to apply the "super dirty fix" but the problem persists, and the debug console notes that I've doubled up on entries so I'm assuming that your fix has already been applied to the latest github download.
Any info you can give would be awesome! :D
#5
Thanks for the latest update, Shinzy! Stay awesome :D
#6
Quote from: Shinzy on May 17, 2015, 05:00:40 PM
Goood news everyone! I've fixed the poison slime pipes updated the mod once again!
Thanks for the update, Shinzy :D
#7
Outdated / Re: [MOD] (Alpha 9) In-Game Clock (Feb 28)
February 28, 2015, 09:39:00 PM
Very handy :D thank you, Justin C
#8
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
February 25, 2015, 05:46:03 AM
Quote from: blaze7736 on February 25, 2015, 04:17:33 AM
Big update for you guys today and for those who missed v1.6 i forgot to post it on the main page. Introducing the local Gang make them your friends or enemy its up to you with there own custom names (eg Doctor Blazergongs Goons, plan to make it that commenters and supporters names are added to the mod), The Inter galactic drug busters (IGDB) who carry a new substance One Kick that boosts your guys but be careful it may have other effects, also auto consumption on weed and brownies as there now classified as food (a quick simple way to achive this) and a new texture for weed oil. So enjoy and stay shiny blaze
Another great update, Blaze. Thanks for your work on this mod :)
#9
This looks amazing, DeaconBlues.
I'll definitely be checking this out soon :D
#10
Quote from: EdB on February 22, 2015, 12:25:48 PM
Quote from: superiorx on February 22, 2015, 12:04:37 PM
I noticed a possible bug with the latest version of this mod. When playing with a few mods enabled, I noticed that no items show up under the "structures" tab except for doors, auto doors, and basic walls...

I released a fix for this in 2.6.2.  I guessing that you tried the first release, 2.6.1?  You might want to wait until I release the next one before upgrading, though--there is a significant bug with crafting tables in both of the available versions.

EDIT: Fixed the version numbers.

Sorry, I didn't see that you had released an update so quickly, my apologises. Thanks again, your mod is working perfectly for me now.
#11
Hi Edb,
I noticed a possible bug with the latest version of this mod. When playing with a few mods enabled, I noticed that no items show up under the "structures" tab except for doors, auto doors, and basic walls. The stuff system works, allowing me to select the material to construct those items from, but conduit walls and and other items included by mods, even those available without research, do not show up. I have disabled this mod, which then shows conduit walls and others available to be built. All other panels, such as "furniture", "power", "production" etc appear to be unaffected by this, showing all vanilla and researched mod items appropriately. My apologises that this report is generalised and includes the use of mods, but I thought that this may still be an applicable bug as your interface is designed with mods in mind : )
I will attempt to further isolate the problem to specific mod interactions, as I am using 10 or so currently, but it is late here in Australia so I'll have to do it tomorrow. I just thought I'd give you a heads up.
Thank you very much for your hard work on this mod and infinite patience with this community, it's greatly appreciated by everyone.
#12
Quote from: EdB on December 13, 2014, 06:00:11 PM
The first alpha 8 release is available.  Two things to keep in mind:

  • Unfortunately, presets saved in Alpha 7 do not fully load in Alpha 8.  It can't be helped.  They will partially load, and you'll see a list of warnings explaining what failed if you open the console.  You're definitely going to lose the following, but there may be more:

    • What was called "metal" in Alpha 7 is now called "steel," so that will be lost.
    • All backstory identifiers changed in Alpha 8, so backstories will be lost.
    • Bionic arms are installed on the shoulder now, which causes a recipe mismatch.  Those will be lost.
  • I changed up the way that points are calculated.  They are still based on the market value of items and colonists, but I'm making more adjustments to account for what feels to me like unbalanced values in the vanilla game.  For example, that plasteel knife that you start with has a market value of over 1,150 silver.   That's the same value as almost 20 pistols (at 60 silver each).  That just seems wrong to me.  I don't think that I necessarily got the balancing right with this release, but it's a start.  I'll likely tweak it in subsequent releases.

Still working on the interface mod.  If you're waiting for that, it probably will not be ready until sometime tomorrow.

Thank you so much for the update, EdB!
#13
Releases / Re: [MOD] (Alpha 8) Brunayla's Security Co
December 13, 2014, 03:37:16 AM
Quote from: xort on December 13, 2014, 02:52:29 AM
Yeah did all that, but nothing. I hadn't touched anything in that mod, but after a redownload it was working.

Seems to work now.

At least it's working now :)
#14
Quote from: EdB on December 13, 2014, 02:35:06 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  The prepare carefully mod is not as bad as the interface mod.  I have a working build, but I need to fix melee weapons so that you have the option of choosing their material, and it looks like the "market values" that I'm using to compute the points have changed quite a bit, so I'm going to need some time to balance that out and choose a new point limit.  I do expect to have a new release sometime this weekend.

Apologies for the delay and thanks for the patience.

There's no need to apologise. The Alpha 8 update will be done when it's done :)
#15
Quote from: EdB on December 13, 2014, 02:30:49 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  It's actually a little worse than I expected, but I still plan on getting a new release out sometime this weekend.  Along with alpha 8 compatibility, the new release will also include a couple of small new features that I've been sitting on for a couple of weeks.

I appreciate the patience.  I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Thanks for the update, EdB. I'm excited to see the new features you've been working on :D