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Messages - LanMc

#1
Outdated / Re: [A13] Hauling enabling mod.
May 13, 2016, 08:27:15 AM
Quote from: Stalker102 on May 12, 2016, 03:02:39 PM
Quote from: LanMc on May 12, 2016, 11:31:21 AM
I am using Miscellaneous w MAI+Robots (V 0.13.3) mods.  I can't use this with those mods if I want the hauling robots to work. 

This mod breaks the hauling robots. 

:(

Play with your load order a bit should work.


Thanks I will give that a try right now!
#2
Outdated / Re: [A13] Hauling enabling mod.
May 12, 2016, 11:31:21 AM
I am using Miscellaneous w MAI+Robots (V 0.13.3) mods.  I can't use this with those mods if I want the hauling robots to work. 

This mod breaks the hauling robots. 

:(
#3
I am not fond of the addition of components.  I understand wanting a challenge, but for me this addition is too much.  Especially if you start with few "mineable" (yes, I make up words...) resources.  Without mods like Quarry I would have been in quite a pickle. 

Also, everything breaking down all the time?  Annoying when I am trying to build up a base.

I preferred the game without the addition of components and constant breakdowns.  If anyone comes up with a solution (i.e. mod) that removes them, I will be very happy to use it.  Just saying...
#4
This should be fun!!!  I can't wait for all the...  Plot Twists! 
#5
Outdated / Re: [A13] Hauling enabling mod.
May 06, 2016, 09:07:49 AM
I'm with Igabod...  Why didn't I think about this?!  Great idea!   Take this you capable but uppity "No Dumb Labor" colonist!  Yes, you will haul!  ::evil laugh.::
#6
Quote from: Loki88 on April 29, 2016, 12:07:17 AM
Does anyone still have the A12 version that they can attach? I can't find where the crap mine is. The only version I can find on my computer currently is from back in A10 and I really don't have enough patients to update from 3 alphas ago  >:(

I don't have the official update for A12 - but I have a copy of A11 that worked in A12. 

I updated what I had for A13 but had issues getting the Research stuff to work without errors so in the version I am using currently in A13 there are no research requirements, I commented them out.  So, didn't think you wanted that... if you do let me know. 

Hope this helps. 

Lan

[attachment deleted by admin - too old]
#7
Quote from: IzzyHRC on November 03, 2015, 07:08:02 PM
Quote from: LanMc on November 03, 2015, 01:36:27 PM
Great video!!  Very funny! 

So...  new game required or save game compatible?  Do we know yet?

Hah! Thankyou! :)

So far I had no trouble using it on existing vanilla or modded save games. (Just added a few classes of my own, and I'm not touching any existing xml files.)
I do suggest making an extra save game, of course, before trying my mod (or any other mod for that matter. Better safe then sorry!)
Also if it doesn't... please let me now!

Didn't try it with a saved game but started a new game instead.  Works perfectly for me so far!  It is exactly what I was looking for, thanks bunches!!!
#8
Quote from: DoctorNick on November 02, 2015, 09:02:43 PM
Okay, is there a way to deal with unwanted wanderers that doesn't devolve into being a brutal sociopath?

I'm with you. 

Someone made a wonderful mod!!!  [A12] Mind Altering Device (v1.0) it's just MAD!

I haven't gotten it installed yet, but will today...  It allows us to switch up a colonist's traits!  So yeah... we might be able to do something with the useless now... that doesn't involve behaving like a psycho sociopath and dreaming up new ways to slaughter them. 

Ya know... some of us Like our pawns!   :D
#9
Great video!!  Very funny! 

So...  new game required or save game compatible?  Do we know yet?
#10
Quote from: Grundinburg on November 02, 2015, 04:04:00 AM
I'm in the same boat.  I had a look in the Core folder, BodyPartsDefs, and there was nothing in there for hands or arms.
Should it, and is that the (possible) cause of my missing amputated arms?
I have it in the EPOE BodyPartsDefs folder, and it has
</BodyPartDef>
<!--
<BodyPartDef>

Between the left arm and shoulder values, and
</BodyPartDef>
-->
<BodyPartDef>

between the values for the right arm and shoulder. 
I'm not a code understanderer, but is that meant to be there?  It seems to be the only two values that have it.

Okay, yes, each item in the BodyPartDefs will be enclosed in <BodyPartDef> tags. 

Second...  In the core, I see both Left and right arms and both left and right hands.  Arms are included in EPOE but not hands.

Lastly...  What is your actual question?  Did you amputate arms from one pawn and have them vanish?  Or are you trying to amputate arms to replace the arms with bionics? 

An amputated arm is a thingDef Item - if you can remove the arm, then the issue changes to this rather than being unable to operate on them at all. 
#11
Quote from: doujinftw on November 01, 2015, 07:24:49 PM
the stock is at default i never set critical for storage

Ditto.

Quote from: starburst98 on November 02, 2015, 03:01:55 AM
post your mod order. maybe something weird is interacting?

Yes, a listing would at least give us a better chance to chase down what's going on.
#12
Quote from: Orion on November 02, 2015, 02:56:12 AM
Quote from: LanMc on November 01, 2015, 12:47:12 PM
We can assign beds to colonists and prisoners... how difficult would it be to assign beds to "visitors" and "guests" too?  Couldn't it work similar to how the prison assignments happen?  Couldn't the bed assignments create an area, much like the prison beds do, where guests/visitors would be flagged to go?
You'd be surprised how difficult it is.

Actually...  No I wouldn't.  I've been searching the source code for a few days now trying to find where all the bed assignments happen and still haven't found it.  So yeah...  Thinking that idea might never actually work.  :(  Well?  There certainly isn't an easy way to implement it that I could find I should amend. 
#13
We can assign beds to colonists and prisoners... how difficult would it be to assign beds to "visitors" and "guests" too?  Couldn't it work similar to how the prison assignments happen?  Couldn't the bed assignments create an area, much like the prison beds do, where guests/visitors would be flagged to go?

The game does add Room Roles... but I am not sure how everything connects.  So excluding specific rooms, could work too, I suppose.
#14
Hmm, good idea for a mod!!!   The ability to tell an unwanted colonist to get lost.  Yeah, I would use that. 
#15
Ideas / Re: Tea and Coffee
October 31, 2015, 02:17:48 PM
There was a mod for coffee, tobacco and varies alcoholic beverages but it hasn't been updated since Alpha 10.

Finer Things

skyarkhangel created a compilation mod (multiple mods in one...)

Pleasure_SK

which included Finer Things and Weed plus the addition of New Textures by SK.  But it hasn't been updated since Alpha 11.  I have updated the Pleasure_SK mod for personal use...  I appreciate the additions it has brought to my Rimworld experience.  I enjoy having the extra joy items in the game.

My point is...  You could use the Finer Things mod as an example to see how it brought coffee into play and maybe create your own mod with both coffee and tea instead?