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Messages - Malacai

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The protection money demand is from the Settlers faction mod from vanilla expanded series.

Releases / Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
« on: December 19, 2018, 02:34:59 PM »
Hey, i had a bug with your doors. I loaded your mod into an existing save but it didnt work properly, even after saving and restarting the game.
The permit system worked just fine for my colonists, but prisoners wouldnt go through any doors even though they were allowed to. It worked just fine with the Locks mod before i installed clutter. I tried it with existing and new doors, but still didnt work.
Clutter was loaded as one of the last mods, after Locks, in case that matters.

Releases / Re: [1.0] Psychology (2018-11-18)
« on: November 28, 2018, 06:44:22 AM »
Hey, i found a bug when using Psychology together with Dubs Hygiene mod. When a pawn has a panic attack they run around in my bathroom using every toilet and shower available. But they dont actually use them, they stop directly after starting and dont get any benefit from it. During that time the game slows down massivly and the console spams messages that my colonist started 10 jobs in 10 ticks

Releases / Re: [1.0] Less Arbitrary Surgery (2018-10-30)
« on: November 01, 2018, 07:48:04 AM »
The steam link on the first page still leads you to the A17 version

"I also come to report, that in my experience, mounted run and gun does not work in CE."
-Hm i am pretty sure my pawns could use run and gun while mounted. Even lost a pawn because of it. He kept slowing down to shoot at that angry horde of manhunter grizzlies on his tail, instead of just riding to safety.

"I'm curious, does this also happen during battles, so when your cavalry is shooting at enemies?"
-I guess not many people make cavalery charges with combat extended enabled because they would probably all die before they reach the enemy. Without proper animal armor battle mounts dont work that well in CE.

"By the way, did you try assigning your animals to allowed area outside your base?"
-Yes i did restrict all my horses to the stable, but i had a bunch of wild boars doing my hauling, which kept getting mounted. I forbid anyone from mounting them, but everytime a juvenile grew up i had to make sure to uncheck the "can be mounted by everyone", which got a little tedious.
I even had one pawn leave the base, go to the stable, mount his horse, ride a circle through the stable, and the return back inside the base to do his job. But that only happened once i think.

Regarding your two options, they both seem pretty good in my opinion. I like the cost estimation because i had a fair share of useless mounting for very short ways that would have been faster without mounting.
If it is not to heavy on performance then i think it is a good solution. But option two seems pretty good too. It doesnt seem too restrictive to me, since the player will surely remember he created a "no mount zone". You only bother with a no mount zones when you want to influence how your pawns ride around the map, and if they suddenly dont ride anymore you know you messed up your zone.
So both options are viable i think, but option 1 is probably a little better because it also cuts down a lot of useless mounting when you dont have a no mount zone active.

I encountered a few bugs in my last game. I am using "pick up and haul" and Combat extended" and a load of other mods, but those two seem to have some compatibility issues. When i told a mounted pawn to pick something up into their inventory they would always dismount first, which can be pretty iritating. I think the usual hauling works fine even with "pick up and haul" active, but once you tell them manualy to pick stuff up they dismount.

The second bug was a typical rimworld bug. I had a few pawns mounted on horses form the animal collab pack and send them on a hunting trip to get rid of those beavers. Now hunting accidents are well known occurrence in rimwolrd, but what i didnt expect was my hunters to shoot their own horse, while they were still sitting on said horse. One even managed to destroy a horse kidney which would technically be located behind the rider.
This didnt happen every shot, just a few times inbetween. Ironically i had just added the "avoid friendly fire" mod to keep my horses safe ...

Another thing that bothered had to do with the no mount zone and the mount drop off spot. I have a mountain base with one entrance, and infront of that entrance is my stable with the mount drop off stop. The whole base is a no mount zone. Colonists inside the base would constantly try to mount an animal wandering through my base, ride it to the dropoff spot outside, opposite of the direction they originally wanted to go, and then go back inside they base to do what they wanted to do in the first place. Would it be possible to add a check, so if the destination is in the same no mount area the pawn is already in, they wont attempt to mount an animal on the way?

Releases / Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
« on: April 13, 2018, 10:08:12 AM »
I just got a bug with my visitors. They appeared on the map as usual, but instead of heading for my base they just walked along the edge of the map for a bit and then disappeared again. I am pretty sure i had the same bug in an earlier alpha already, but no idea if it was ever fixed.

Outdated / Re: [B18] RimStory v0.99 06.04.2018
« on: April 06, 2018, 03:58:45 PM »
Awesome, i saw this mod in the unfinished section earlier this week and was already hyped for the release. Looking forward to more everything!

Great timing, was just about to start a new colony. I assume the new build is not yet compatible with any mods that add new animals or clothing?

Edit: Seems like your About.xml still has the old version number

Releases / Re: [B18] Expanded Incidents (2017-12-2)
« on: December 10, 2017, 11:53:59 AM »
Hey, i checked my debug log earlier and your mod threw some errors.

I was checking because suddenly my cook was able to make meals out of thin air without needing raw food for it. This happened right after a visitor detected a thief on the run. Not sure if that has something to do with it or not, but it made me notice the saboteur error in the log.

Edit: It could be that the error occured because your mod couldnt find a person to pick as a saboteur, since i recruited all my colonists via Hospitality mod or they joined after rescuing them from an escape pod, without taking them captive.

If you decide to not let them leave make it optional please.

I just added the mod to my fresh game. Still had it paused right after landing. After adding the mod i unpause and every single animal decides it is high time for a mapwide orgy. Safe to say it works  ;D

Releases / Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
« on: December 03, 2017, 07:39:56 AM »
I got two event letters saying "Visitors" which should mean they want to stay for a bit. But instead they just split up and left and each chose a different side of the map to leave again.

I didnt check for an error message though, but i will look for it now

Releases / Re: [B18] Hospitality (v1.18c - updated 2.12.2017)
« on: December 02, 2017, 05:56:18 PM »
Hm, since your last update my visitors ignore my guest zone and just wander across the map and disappear again, without ever entering my homezone/base. Happened two times in a row now. I am running a lot of mods but they all worked fine together untill today, so maybe your recent update broke something?

Releases / Re: Rock5s [B18] mods
« on: December 01, 2017, 04:33:35 PM »
Hey, the Butcher mod seems pretty useful. I added it to my already running game, but i got a bug when i made a new bill, "butcher humans" and "butcher animals". As soon as i switched to "do untill you have X" the bill turned invisible, as well as the learning helper. Only the shadow of the learning helper remained. I could still click stuff on the learning helper, but it would stay invisible. As soon as i selected something else other than the butcher table the lerning helper turned visible again, but i still cant see the butcher bills. Also the "add bill" button no longer has a drop down menu to add any new bills

I do run a lot of mods so no idea which one is the conflicting one here, but maybe you can figure something out

Releases / Re: [A12-18][MODLIST] Fluffy's Mods
« on: November 27, 2017, 02:00:19 PM »
Thanks, hugslib maks that a lot easier. Here is the link:

I just stumbled over that old output_log file as i was looking for my savegame, didnt realize it was that old.

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