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Messages - picatso

#1
Outdated / Re: [A16] Psychology (2017-3-29)
April 13, 2017, 10:00:14 PM
Quote from: Dr_Zhivago on April 10, 2017, 07:13:55 AM
Quote from: Linq on April 10, 2017, 01:42:59 AM
You can also edit their psyche from the save file, but beware that their personality may be altered if you add Psychology features to them. It's more than just sexuality (though I find the "my straight character might suddenly be gay!" panic to be a curiously common concern)

Is there an easy way of editing their psyche profile? Namely the sexuality thing is what bothers me. When you have the starting colonists in a relationship yet one of them is homosexual or something. I tried going through the save file and searching for "kinsey" but there's a lot of code before and after the lines...

So basically I'm asking how to find the sexuality rating, and how to know whose sexuality you're changing, within the save file.

First you find the pawn you want to change, then you scroll down (its a really long scroll) until you find a line '<sexuality>'
under this line you might find '<kinseyRating>X</kinseyRating>' (some pawns are missing this line for some reason so you can add it yourself with the desired value instead of X.
#2
Outdated / Re: [A16] Psychology (2017-1-30)
January 31, 2017, 12:23:19 AM
Thank you for the update!
I cannot wait for interaction of your mod with prepare carefully, as it would give us power to tweak personalities to create different scenarios.
Like I could drop 2 socially awkward geeky scientists and a meat-head and see them struggle to survive in wilderness :D
#3
Releases / Re: [A16] Orassans
January 30, 2017, 01:47:20 AM
I did exactly that with EPOE, though I have not tested it yet.
Also waiting for Prepare Carefully patch :)
#4
Outdated / Re: [A16] Hygiene (2017-1-14)
January 23, 2017, 12:44:27 PM
Great mod, though I think there should be more medieval tub options, like wooden tub or barrel.
#5
Outdated / Re: [A16] Mind Altering Device (v1.16)
January 18, 2017, 01:49:16 AM
can't believe I didn't see this until now, now I know what I will be doing with my most guilty prisoners...
awesome video too
#6
quality of life mod when you redesign your base many times, thanks!
#7
General Discussion / Re: What does MTB mean?
November 16, 2016, 05:42:15 PM
I was wondering, to change MTB scale/multipliers for certain things, do you have to create custom dll or is it just an XML edit?
#8
General Discussion / Re: Where's the grass?
November 13, 2016, 12:27:26 PM
I agree, I think grass needs to start growing everywhere starting spring, not just at the edges of the map. After a couple of seasons the centre of a big map turns into a wasteland, all new animals are concentrated at the edges of the map where the grass is.
#9
Quote from: theubie on November 07, 2016, 06:54:32 PM
Couple of things:

1)  My current situation has me...not really able to do much work on mods at the moment.  Life has hit me right between the legs eyes and I'm struggling with a lot of issues so when I do get something that resembles free time to work on stuff, I'm either exhausted or too depressed to do much.

2)  The amount of colors are actually all of the defined colors that Tynan has in the game.  Up to and including the...interesting...names.  To reduce that would mean I would actually have to figure out which ones to show and which to hide.  And that means I'll get people being upset the other way "Not enough pink" for example.  That being said, I'll look into maybe giving a toggle for "less/more" which reduces the colors if I get a chance to.

3)  Unless there is absolutely no other way for me to do something (i.e. mod comparability) I refuse to do multiple versions of the same mod.  Inevitably I will make a change to one version and either not make the change in the other or will overwrite something specific for that version...and then I'm left chasing bugs that just never should have been there to begin with. 

I do understand your requests, though, and they aren't unreasonable.  If I get a chance to make some changes, I'll look into addressing your concerns.

For (2) Can you maybe group similar colors into... groups and then only shows said groups in the menu. So that when you for example select blue - it will randomly choose any of the blue variants in the group. Maybe make it as an option.
#10
Outdated / Re: [A15c] Awful meals for prisoners
November 07, 2016, 08:27:19 PM
Thanks for the mod! It was really annoying me that prisoners were getting the good stuff even thought I was planning to take some of their parts for medical needs and then let them go if they live through the experience.
#11
Amazing mod, industrial revolution now in rimworld :)
#12
Outdated / Re: [A15] Zorba's Miscellaneous Tweakery Mods
November 03, 2016, 12:55:09 AM
Awesome mods, I look forward to rabbit swarms, though I don't know how I feel about possibly killing many feral cute kitties :D.
Keep them coming!
#13
Wanted trading spot mod for a long time... and finally I have it!
I like to build large kill boxes and trading caravans just love to park there... between my turrets and traps and raiders.
#14
I noticed that the resource cost for small and medium fireplace is the same, is it intentional?
#15
I am curious if it is possible to make vampires actually drink blood from living colonists/prisoners. Like a medical treatment interaction when pawns are sleeping, except special work type for vamps only for drinking blood instead.
That would be cool and make a new reason to keep prisoners for feeding :D
And then, the younger the target, the tastier the meal for vampires (lavish, fine, normal, bad... lol).