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Messages - Kirid

#1
Mods / [Request] Invisible Blueprint Toggle
March 17, 2019, 10:16:16 PM
An option to toggle blueprint visibility.
During combat it can get confusing if you've designated a lot of future construction, I'd like the option to make it disappear.

I've wanted this for years (and petitioned Tynan during dev). If it exists or someone is able to create, fantastic! Otherwise advice on how I might create it is appreciated.
#2
Off-Topic / Re: Count to 9000 before Tynan posts!
August 31, 2017, 07:35:32 PM
7007!
It's been almost 2 1/2 years since this thread started, still not there...
I come back every few months to check the progress :p
#3
Quote from: LiteEmUp on August 19, 2017, 05:01:36 AM
Quote from: Kirid on August 19, 2017, 04:54:48 AM
I'm having compatability issues.
Something between Medieval World, Apparello, and This do not get along.
Any 2 of those mods work together, but having all 3 causes a crash upon world generation.
There could be another mod interfering, but after disabling this, no more crashes.

i have this and apparello and i got no crashes... likely medieval world or another one.... and i do have medieval times mod, but also not crashing.. i hope this helps you

Missing the point. Like I said, any of the 2 will work fine, but all 3 together causes crash.
I think it has something to do with factions & pawns.
Medieval Times is a totally different mod, so no issues there.
99% of mods can be used together without conflict, so hoping this one can be solved. I don't like having to choose mods over another.
#4
I'm having compatability issues.
Something between Medieval World, Apparello, and This do not get along.
Any 2 of those mods work together, but having all 3 causes a crash upon world generation.
There could be another mod interfering, but after disabling this, no more crashes.
#5
Love your mods. Finally got around to building up a cult, now it is the center of all my playthroughs.

I had one suggestion/request, which is to make some joy object that colonists can worship at.
As far as I can tell the cult statues only serve as beauty like other statues?

I have the main temple giving sermons, but besides attending, there is no real sense that anyone besides the preacher supports the gods. I'd like to see shrine/statue/mini-altars which could let people pray in private, while far from the colony, or building a small shrine while on the road with caravan.


I could go on with reasoning, but I'll leave it with this video..
https://www.youtube.com/watch?v=9RHFFeQ2tu4
About halfway is where I got the idea of a main temple and a landscape dotted with small shrines.
#6
Ideas / Toggle view construction
June 01, 2017, 03:01:33 AM
Please make a toggle to view construction plans. This issue has plagued me since early alphas. I would like to see what is actually there, currently we have to always see what plans have been made. Many situations get very confusing, specifically during raids; partially built structures and plans intersecting the battlefield.
#7
Hoppers do not accept your meat.
The hoppers for my nutrient paste dispenser are currently set to accept shoggoth meat (and any other strange or normal meats), and I have stacks of filleted shoggoth in my freeezer, yet noone fills the hoppers with it; when manually instructing a colonist to haul it, the only option is to consume.
Can you fix this in any way?
#8
Outdated / Re: [A15] Tilled Soil v1.2
September 26, 2016, 07:19:41 PM
My current version of the tilled soil texture. Can remake or fix it if needed. Consider using it?
(Too large to attach) http://imgur.com/a/8O7Au
#9
Quote from: JonoRig on April 30, 2016, 06:07:18 PM
Unless i'm being dumb, where have all your download links gone kirid, on here and the Smaller npd's
They were all mass deleted without notifying me. Small NPDs still had a minor error.
The attachments were only 4 days old. [attachment deleted due to age]
This isn't the first time my mods have been removed without (proper) explanation.
Reuploaded them, fingers crossed.
#10
CLL version added to main post.
#11
Outdated / Re: [A13] Modular Solar Panels (1.11)
April 26, 2016, 02:35:08 PM
Barred version is here finally.
Fixed some hidden xml errors due to missing Building_Base. Removed the component breakdown (It ends up being ridiculously expensive to maintain.)
Working on a more fair version. Expensive 1 component cost for each; yet produce more power. No breakdown, yet still very low health. Longer research time?
#12
Mods / Re: A note to modders about xml definitions
April 26, 2016, 12:27:44 AM
So I'm not the only one making this mistake?
#13
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.6200]
    Renderer: NVIDIA GeForce GTX 960M       
    Vendor:   NVIDIA
    VRAM:     1995 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.055 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E50A008 (this message is harmless)
Fallback handler could not load library E:/RimWorldAlpha13Win/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0E50A008.dll
Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 0.796223 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5695.
Total: 21.157372 ms (FindLiveObjects: 0.170140 ms CreateObjectMapping: 0.275145 ms MarkObjects: 20.243904 ms  DeleteObjects: 0.046581 ms)

Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing new game with mods Core, EdBModOrder, and SmallWalls_Full1.9.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)



My output log after starting a new game using only Mod Order and Small Walls(without Building_Base). Going to assume you know better than I do and add it back anyways, but I'm not seeing any missing xml tag errors.
#14
Very cool. Thank you!
Quote from: 1000101 on April 24, 2016, 06:53:20 PM
I did notice that this mod is trying to inherit an abstract which it doesn't have access to.  "BuildingBase" is not defined in any of the mod versions and you can't inherit across mods.  I'm assuming that the idea is to inherit from Core, but you can't do that.
Are you certain it isn't inherited from the core? I think it used to be required. I haven't defined BuildingBase in any of my mods, yet they are all functioning as intended without it. If you notice Buildings_Art in ThingDef_Building is the only place it is defined in the core.
#15
Mods / Re: Mod Request: Make everyone a psychopath.
April 24, 2016, 02:37:10 PM
Thanks! All praise to Shinzy! That did it!
<TraitDef>
    <defName>Psychopath</defName>
    <commonality>20</commonality>
    <degreeDatas>
      <li>
        <label>psychopath</label>
        <description>NAME has no empathy. The suffering of others doesn't bother HIM at all. HECAP doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects HIM. HECAP also feels no mood boost from socializing.</description>
      </li>
    </degreeDatas>
  </TraitDef>

Not absolute. About 90/95% psychos. But someone has to be the victim right?
1 commonality was about 50% psychos. 10 almost worked, about 80% psychos.