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Messages - marvin__

#1
Releases / Re: [B18] Static Quality Plus B18
August 11, 2018, 09:54:14 PM
Download link?
#2
Quote from: Chicken Plucker on December 25, 2017, 10:20:42 PM
Quote from: marvin__ on December 25, 2017, 07:59:36 PM
Holy shit, hyped for this!

Hey marvin, hyped for what? They are available to download already, just the steam versions aren't but even steam users can manually install the non-DRM mod versions

I'm a brainlet, sorry for that
#3
Holy shit, hyped for this!
#4
Any news on Stat Upgrades for B18?
#5
Will the damage indicator work on alpha 16?
#6
Releases / Re: [A17] Bone Mod
May 18, 2017, 04:14:26 PM
Ok to add to a save?
Oh, it's for alpha17 ;-;
#7
Outdated / Re: [A16] Realistic Starvation
May 05, 2017, 10:53:33 PM
Quote from: Duncan on May 05, 2017, 06:40:53 PM
Updated mod:

-fixed starving animals alert
-removed debug message for pawns with no hunger need (mechanoids)
-Haplo's Misc. Robots compatibility: robots no longer get hungry

Sorry you went to so much trouble deshara218, I sympathise and regret being the cause. In my defence food is really hard coded in rimworld and most of these bugs are caused by the vanilla code referencing things which bypass the mod, usually bad coding practices. I believe I have fixed all the major examples of that now, the last one being that the the animals starving alert references the variable Pawn.needs.food.TicksStarving which is completely locked down and not accessible to any mod, and is initalised to a massive minus value. The colonist starving alert on the other hand checks Pawn.needs.food.Starving which actually tests if the creature is currently starving. The specific problem you had with the colonists not eating was caused by the weird method that the game uses to assign the food need. It actually checks all of the pawns needs to see if any of the are of the type Need_Food and the assigns the variable when it finds one. Assigning variables based on type checks is bad practice. This means you can override the class and then add it to all the pawns in xml and but it will never get added to their actual food need which is what all other classes access. This means that although they have a food need, they cant eat or starve or be hungry.

All my mod actually does is change some variables, it should have taken 5 minutes to make and been completely bug free on the first try. I guess I shouldn't complain too hard though, this is still an alpha.
Can this be loaded anywhere on the mod list or is it dependent on a specific order?
#8
Bugs / Re: Typo at "Ate rotting food" debuff.
April 24, 2017, 03:07:44 PM
It says "purtid"
#9
Going to try this out, will report back if I find anything weird
#10
Outdated / Re: [A16] Chicken Nest
March 30, 2017, 08:22:09 PM
Interesting, I will be testing it out
#11
This is just a silly thing I made for myself but I decided to release it anyway.



Download it here: https://drive.google.com/open?id=0B6TtrhTbXX7vaG1jck1DVFo1eWM
#12
Is MFO supposed to use so much RAM? While normally the game takes about 800MB of RAM with the MFO enabled it jumps to 1.5GB, I alse get a massive performance decrease
#13
I have no idea where to place a fishing spot
#14
Mods / Re: Community Animal Pack
February 21, 2017, 01:50:20 PM
Quote from: Ekksu on February 16, 2017, 04:19:29 PM
Yeah man, no problem!! Sorry if that came off as kinda rude - I wasn't in the best of moods yesterday because of some unrelated stuff.

But! @marvin__ That's pretty simple to do, if I'm remembering correctly, so I can definitely bring it up with everyone! I think it'd be cool to get wool from mammoths and wooly rhinos too - especially since nothing else really lives in ice sheets.

(I also may or may not be considering some dinos bc let's be real, dinos are pretty badass)

Alright, I put in woolyhorsewool myself. Hope you don't mind
#15
I can't find the compatibility patch for VG, where is it?