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Messages - Mackinz

#1
I don't think my post was noticed, so I would like to ask again.

Quote from: Mackinz on October 11, 2016, 09:32:14 PM
What do the peafowl look like in-game?
#2
What do the peafowl look like in-game?
#3
Outdated / Re: [A15/A14/A13] Aristocat's mods
October 11, 2016, 08:51:15 PM
I may install this next colony, but ADogSaid recently updated with its own animal prosthetics bench and an EPOE compatibility patch so this mod may require a new version.
#4
Mods / Re: [REQUEST] Removing bionic parts from bodies
October 06, 2016, 01:48:03 AM
Quote from: RazorHed on September 26, 2016, 01:42:16 AM
https://www.dropbox.com/s/l6rylphp04mt37e/RemoveBionicsFromCorpses.zip?dl=0

This is for A[15]

I made a quick mod for you. You can get vanilla bionic arms, legs and arms from corpses at a machining table . If the body has more than one bionic part the process can only get you one of them and the corpse is destroyed. Have fun
This is for vanilla and only can salvage one bionic body part, but what about parts added by EPOE and what if there are multiple? Could you also concoct an EPOE and multi-part compatible mod?
#5
Mods / Re: [Mod request] designate food
October 03, 2016, 10:33:15 AM
Another suggestion: designate what foods animal handlers can equip to tame or train an animal. Unless it's a Warg (only eats raw meat), why would a handler just grab raw food when economical kibble is constantly being produced? It's very wasteful for handlers to just grab whatever they want regardless of what animals they are going to handle that day.
#6
Quote from: Fluff_Thorrent on March 10, 2015, 12:56:19 PM
Latest News:

2016-08-29
With the release of Alpha 15 it looks like my old problems of consumption are about to end! I am hoping to pick up and finish development of a compatible version this week, but might delay to next week due to new job. Still, very exciting!
Is an update for this mod still planned? I'd love to have some more alcoholic variety in my next colony.
#7
I had a visitor leave me six Cassowary Eggs and, when they hatched, the Cassowaries were untamed. Given than they were left as a gift/token of appreciation, I thought that they would have hatched tamed like eggs bought from traders or eggs laid by egg-laying animals. I was able to tame one almost immediately since I have a 10% chance to do so with two level 20 handlers, but I don't like the odds of 3.00% manhunter baby Cassowaries in my barn...

Screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=772732891 (the six green eggs in the stockpile)
http://steamcommunity.com/sharedfiles/filedetails/?id=772732902 (after they hatched)

Also, there may be a conflict with the Hot Coffee mod as I routinely get gifts of hundreds of coffee when it says "~~~ left you three *coffee type*". The first screenshot caught the strange behavior for Sweet decaf coffee, the pinkish cup. There's actually 41 Sweet decaf coffee on the ground in that screenshot - the exact amount I had just sold to the visitor after experimenting with it.
#8
Hey, this is Kave Johnson from Steam. Later on I hope to post my experiments to isolate the issue I described on the workshop page, but I decided to stop by today with a suggestion that would improve this feature:

Quote from: Orion on September 02, 2016, 01:55:55 AM
Changelog
1.15b - 02.09.2016
- Tweak: refugee and joining wanderer events slightly more likely
- New: refugee and joining wanderer are picked from pool of related characters
- New: joining wanderer can be declined
- Hotfix: GetRoom() error from A15.1280
When I tested Hospitality originally, a wanderer requested to join my colony near the start. The wanderer turned out to be a mostly useless Medieval Lord. Had I known that she would have such a background, I would have decided against accepting her. She was effectively useless at that point in my colonies life. The wanderer event lacks the useful feedback of the "person requests safety" event which tells you the potential colonists adult background, allowing the player to make a more informed decision on accepting or ignoring that colonist. Is it possible that this mod could further edit the event so that the player is informed of the potential colonists adult backstory?
#9
Releases / Re: [A14] SeedsPlease!
September 22, 2016, 03:57:46 PM
Quote from: notfood on September 13, 2016, 04:03:40 PM
I'm just struggling with this formula. I'll just do it manually for now.

edit... I remembered I was waiting for CCL. This mod without traders makes no sense.
Did CCL allow for unique traders? Well, while a seeds-specific trader might be cool, I think allowing Bulk Goods and Exotic Goods traders to have the seeds would work just fine. Additionally, if it is possible, the seeds could also drop on a successful crop harvest.
#10
Quote from: Coercion on September 22, 2016, 06:44:57 AM
I suggest that you do a playthrough without mods, and then start adding them slowly. This will allow you to get a good idea of the vanilla game and easily see what each mod does. Of course, you can play however you want.
I did just that, but instead of adding mods slowly I added a little under half of them at a time, twice. Some I have still not enabled, and I plan on creating another test colony with my current load order.
#11
Can I request a compatibility patch for this mod as well? It seems to be an alternative to EPOE for certain chronic conditions.
#12
Quote from: BlueWinds on September 21, 2016, 04:49:26 PM
Of your disabled mods, the only ones we have in common are:

  • Prepare Carefully
  • Hospitality
  • FishIndustry
  • RT Fuse
  • RT Solar Flare Shield

Hospitality seems a pretty good guess - definitely the next one to try. I'm not at home right now so can't test things myself, but it seems a lot more likely than the RT mods.
My question on Hospitality's Workshop page:

QuoteNot sure what the cause of my issue is, so it may or may not be related to Hospitality. Basically, my latest colony has seen a ridiculous number of events occur within 25 days. Mostly raids (1-4 raiders). I've been getting rather large parties of visitors and traders as well (7-9 people). Something has screwed my game up somewhere along the line. Does Hospitality have any effect on the frequency of visitors or traders showing up?

According to Orion:

QuoteIt does, but only very slightly... a few more visitors than usual.

In my opinion, Orion may have underestimated the effect of his change. Maybe, maybe not.
#13
I've noticed that several traders also use Dromedaries (camels) as pack animals for caravans. Any chance you could also make Pack Dromedaries like you have Pack Muffalos?
#14
Quote from: Dingo on September 21, 2016, 03:45:53 PM
If you had Hot Coffee version 1.0 or 1.01 installed you're gonna get a lot of errors when using 1.02 and above with an old save. I implemented a ton of changes to Toasty's original files. It's definitely not what caused your raids, just a different error you might experience.
I haven't checked the mods version, but I did have a hilarious interaction between it and Hospitality where a tribal visitor had ~500 coffee for sale and left me all of it as a thank you gift. That was on my constantly raided colony. I have not yet enabled the mod for my current colony.
#15
Quote from: BlueWinds on September 21, 2016, 02:48:06 PM
Ah, it seems I have an egg in my face then - I hadn't tested it without mods, just made some assumptions. Please let me know what you figure out! Will be good to report as a bug to whatever mod is causing it.
Feel free to share your own mod list. It may help narrow the issue down if we are/were suffering the same issue and we have similar mods installed.

Next...

After successfully developing a colony that has lasted till winter (on the same map as before) without seeing nearly the deluge of attacks, I believe I can rule out these mods:





I will do some further testing by enabling more mods that are old-save compatible.