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Messages - Thorbane

#1
Is the reactor supposed to emit radiation while running?  Because I have a radiation detector next to my reactor and it's not doing anything.
#2
This mod is incompatible with Fluffy's Birds and Bees mod, males with no fertility will get stuck in an infinite loop of trying to mate with a female.
#3
I get this and a CTD during initialization using this mod on my Linux mint install:

ExecutionEngineException: SIGILL
at Verse.Window.ExtraOnGUI () <0x00002>
at (wrapper dynamic-method) Verse.Window.ExtraOnGUI_Patch1 (object) <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00090>
at Verse.UIRoot_Entry.UIRootOnGUI () <0x000aa>
at Verse.Root.OnGUI () <0x000ed>
#4
This bug also prevents weddings or parties from triggering until all the shrines are cleared out.
#5
What are the differences in the prosthetics between this and EPOE.  I'm looking at modifying Combat Extended's EPOE compatibility patch to work with this mod.
#6
I had had a raid a couple days ago and taken a few prisoners.  They were starting to heal up and be moved from the prison hospital to the regular prison room, but this pawn needed a denture fitted, so she went back to the medical room.  After the surgery I get repeated error messages like this: "Kiriko tried to escort prisoner Saegge to bed at (177, 0, 173) which is in the prisoner's room already" every time a warden looks for a job.

(177, 0, 173) are the co-ordinates of the medical bed Saegge is sitting in.

It seems like this occurs whenever prisoners have ownership of a regular prison bed, but are in a medical prisoner bed in a separate room, like in this test here:

Log and savefile: https://www.dropbox.com/sh/t1ch0oqde16tuui/AADgdlIQ0ESbgcwH9XxgL0p_a?dl=0
#7
Outdated / Re: [A16] Zorba's Miscellaneous Tweakery Mods
February 03, 2017, 08:57:24 PM
I love the Rabbits of Caerbannog mod, but it can get insanely laggy when the RNG decides you should get a pack of rodents.  Could we get a version that only allows any animal over a certain bodysize?
#8
Any plans for an export rules feature?  I'd love to be able to port rules between colonies.
#9
The filter assigns anything with a stack size of one and no CompQuality a quality of normal.

If you set the stockpile filter to not allow normal quality items (ie. allow only good to legendary), things like AI cores, neurotrainers, artifacts and bodyparts will never be placed in that stockpile.
#10
Ideas / Re: Your Cheapest Ideas
January 20, 2017, 12:08:53 AM
When building orbital trade beacons, the range of other beacons (both built and planned) should be displayed
#11
Ideas / Re: Your Cheapest Ideas
January 09, 2017, 04:15:51 PM
Planting and harvesting jobs should be issued in batches, to avoid things like 6 colonists running halfway across the colony because some 10 plants have reached maturity.
#12
Ideas / Re: Your Cheapest Ideas
January 03, 2017, 10:03:51 PM
A few suggestions on prisoners:

A rescue option for prisoners we have released would be convenient.  It's kind of odd that the only option for retrieving them if they get downed is to drag them back into prison.  It would be nice to avoid the hassle of recapturing/releasing them again, and I think there's still the issue of factions turning hostile when you recapture their people to keep them from bleeding to death.

Unless they are starving, they should be less likely to attempt a prison break when they are wounded.  Currently I've noticed a tendency for newly captured and still barely ambulatory prisoners to attempt to break out because everyone's mood is affected by their injured status.  How are they even getting around the door locks when they're all resting in bed suffering from severe pain anyway?

Automatic removal of military gear.  It's always bugged me that your colonist allow prisoners to keep things like armor and personal shields.  Who the hell would let a prisoner keep freaking power armor?

Maybe not as cheap an idea, but if they are from the same faction prisoners should be able to feed their bedridden friends nutrient paste or other provided meals.

#13
Is there an option to reject rescuees that want to join, or did that get removed with the A16 update?
#14
Bugs / Climate cycle only exists on starting map
December 30, 2016, 12:54:18 PM
As the title says, the climate cycle scenario condition only exists on the map you start on.  Given the description of it being caused by the planet's orbit, this should be a worldwide condition.

Also is it supposed to have extremely sudden temperature shifts?
#15
Ideas / Re: Your Cheapest Ideas
December 24, 2016, 06:39:47 AM
Insect meat should be disabled on meals by default, it makes colonists unhappy.

Perishables and things that decay if left unroofed should take hauling priority over things like chunks.