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Messages - onerous1

#1
Is there a way to save the bills you make in colony manager (or implement the importation/exportation of the bills in future iterations)? I tend to restart frequently and would like to cut back on colony setup time.
#2
Thank you for this mod. For a player that restart colonies frequently, this mod lets that process 100x less tedious.

I would like to make a request. I believe Better Workbench Manager adds the ability to rename bills. Is there a way to include the renamed bill with the saved settings?

Thanks in advance for considering.
#3
Releases / Re: [1.0] Trading Economy 3.1
January 07, 2019, 10:21:16 PM
Quote from: RobustAndRun on December 16, 2018, 08:20:10 PM
Noticed that a glitter caravan's inventory doesn't look very... glittery?
Am I having a mod conflict or something?

According to the description of the mod in the first post on the first page... no.
#4
Releases / Re: [1.0] SeedsPlease!
January 07, 2019, 10:20:13 AM
Quote from: nickdos on January 06, 2019, 11:39:34 AM
Unlocking seeds through research doesn't make sense, because it means you could get cocoa seeds even if you started in sea ice. Research gives you seeds out of thin air. Your system of extracting or finding them in their natural environment is better, if only it wasn't limited by quantity.

Is the issue not getting enough seeds to supply your colony? You can alter your start by allotting a certain number of seeds. Otherwise, your suggestion sounds like a normal vanilla start where you can plant anything you want if you have the skill or research unlocked. If you think you should get more seeds then one option is to edit the drop rates for harvesting.

I usually start with 50 of the basic seeds (corn, potatoes, rice, psychoid, hops) and the rest I explore different land masses to gather different plants. The first year isn't too bad to begin stocking up on seeds. My priority is to get to 100 seeds of the starter crops. Then only use half for next years planting season in case of bad events (blight, cold snap, toxic fallout, etc) so it doesn't kill your supply.
#5
I believe there is a mod conflict between Survival Tools and Seeds Please. Normally with Seeds Please, seeds will drop from cut trees even when they are not in a growing zone. With Survival Tools installed the only way to receive seeds from pine, oak, etc trees is to first create a growing zone and then cut the trees down. That way I receive both wood and seeds for replanting.

Is there a way to have both mods be compatible? It's not the biggest deal. It would be nice to not have to make a growing zone every time I cut trees in order to receive the seeds. Thank you for taking the time.
#6
Releases / Re: [B18] SeedsPlease!
November 24, 2018, 07:24:07 AM
I believe mushrooms can only be grown in hydroponics. VG changed this recently.
#7
Releases / Re: [B18] SeedsPlease!
November 18, 2018, 04:20:17 AM
When I expand the Plant cut column in the Work Tab it has Fell Trees, Cut Plants, and Harvest Secondary Resources from Plants in that order. My mod list is below.

<li>Core</li>
<li>HugsLib</li>
<li>Mod Manager</li>
<li>Giddy-up! Core</li>
<li>Miscellaneous 'CORE'</li>
<li>Siren</li>
<li>[KV] Configurable Maps - 1.0</li>
<li>[XND] Animal Alerts</li>
<li>Allow Tool</li>
<li>Animal Tab</li>
<li>Better Pawn Control</li>
<li>Color Coded Mood Bar</li>
<li>Better Workbench Management</li>
<li>Dubs Mint Menus</li>
<li>Food Alert</li>
<li>Heat Map</li>
<li>Interaction Bubbles</li>
<li>Medical Tab</li>
<li>Moody</li>
<li>More Planning</li>
<li>OgreStack</li>
<li>QualityBuilder</li>
<li>Relations Tab</li>
<li>Research Tree</li>
<li>Reverse Commands</li>
<li>RimHUD</li>
<li>Stuffed Floors</li>
<li>Work Tab</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>Spoons Hair Mod</li>
<li>Xeva's Rimhair</li>
<li>[FSF] Rain Washes Away Filth</li>
<li>[KV] Save Storage, Outfit, Crafting, &amp; Drug Settings - 1.0</li>
<li>[KV] Trading Spot - 1.0</li>
<li>[RF] Editable Backstories and Names [1.0]</li>
<li>[RF] Fishing [1.0]</li>
<li>[RF] Pawns are Capable! [1.0]</li>
<li>[RF] Tribal Pawn Names [1.0]</li>
<li>[SYR] Harvest Yield Patch</li>
<li>[SYR] Set Up Camp</li>
<li>[XND] Memorable Auroras</li>
<li>[XND] Use That Sniper's Scope!</li>
<li>[XND] Watermill Tweaks</li>
<li>Nature is Beautiful [rebalanced] v1.3 [1.0]</li>
<li>Animal Variety Coats</li>
<li>AnimalHarvestingSpot (Continued)</li>
<li>Animals Logic</li>
<li>Colony Manager</li>
<li>Defensive Positions</li>
<li>Faction Discovery</li>
<li>Fluffy Breakdowns</li>
<li>Mad Skills</li>
<li>MendAndRecycle</li>
<li>MinifyEverything</li>
<li>More Faction Interaction</li>
<li>My Little Planet</li>
<li>Pick Up And Haul</li>
<li>P-Music</li>
<li>Realistic Darkness 1.0</li>
<li>RunAndGun</li>
<li>Shelf Renamer</li>
<li>Simple sidearms</li>
<li>Sparkling Worlds Addon - More Events [1.0] - Standalone Addon</li>
<li>Tech Advancing</li>
<li>Therapy</li>
<li>Use Bedrolls</li>
<li>While You're Up [1.0]</li>
<li>A Dog Said... Animal Prosthetics</li>
<li>AnimalCollabProj</li>
<li>[RF] Advanced Bridges [1.0]</li>
<li>[RF] Concrete [1.0]</li>
<li>[RF] Packed Lunches [1.0]</li>
<li>[RF] Etched Stone Walls [1.0]</li>
<li>[sd] medicaddons</li>
<li>[SYR] Doormats</li>
<li>GloomyFurniture</li>
<li>[T] MoreBedsCloth</li>
<li>[XND] Proper Shotguns</li>
<li>Snap Out!</li>
<li>[XND] Survival Tools</li>
<li>AnimalCollabProj ADS Patch</li>
<li>Camping Stuff</li>
<li>Caravan Gear v1.6 [1.0]</li>
<li>CCP's Plant Stuff</li>
<li>CCP's Stone Tweaks Vanilla</li>
<li>Door Curtains</li>
<li>Dubs Bad Hygiene</li>
<li>Dubs Rimkit</li>
<li>FashionRIMsta</li>
<li>FFGermanShepherd</li>
<li>FFGermanShepherd Compatibility Patch for A Dog Said</li>
<li>Giddy-up! Battle Mounts</li>
<li>Giddy-up! Caravan</li>
<li>Giddy-up! Ride and Roll</li>
<li>LED Lights</li>
<li>Less Arbitrary Surgery</li>
<li>Medieval Times</li>
<li>More Furniture [1.0]</li>
<li>More Sculpture</li>
<li>No Burny (less flammable metals)</li>
<li>Outdoor Lighting</li>
<li>[1.0] Palisades </li>
<li>RIMkea</li>
<li>RimWriter - Books, Scrolls, Tablets, and Libraries</li>
<li>Run and Hide</li>
<li>Search and Destroy</li>
<li>Shear Those Corpses Vanilla</li>
<li>Shear Those Corpses ACP</li>
<li>Spotted</li>
<li>Storage Solutions</li>
<li>SZ_Floors</li>
<li>Tables+</li>
<li>Various Space Ship Chunk (Continued)</li>
<li>Wandering Caravans [v2.4.0]</li>
<li>Polarisbloc - Storyteller incidents pack</li>
<li>Animal Food Restrictions</li>
<li>Just Ignore Me Passing</li>
<li>Misc. Bees'n'Honey</li>
<li>Rah's Bionics and Surgery Expansion</li>
<li>VGP Vegetable Garden</li>
<li>VGP Garden Canning</li>
<li>VGP Garden Drinks</li>
<li>VGP Garden Fabrics</li>
<li>VGP Garden Gourmet</li>
<li>VGP Garden Medicine</li>
<li>VGP Garden Resources</li>
<li>VGP Garden Resources (Medieval Tech Patch)</li>
<li>VGP More Veggies</li>
<li>VGP Xtra Trees and Flowers</li>
<li>VGP Garden Tools</li>
<li>VGP_CoffeeTeaDrugs</li>
<li>Zen Garden</li>
<li>Hospitality</li>
<li>Progress Renderer</li>
<li>Prepare Landing</li>
<li>EdB Prepare Carefully</li>
<li>Real Ruins</li>
<li>Misc. MapGenerator</li>
<li>Map Reroll</li>
<li>Psychology</li>
<li>[RF] Wild Cultivation [1.0]</li>
<li>[RF] Fertile Fields [1.0]</li>
<li>SeedsPlease</li>
#8
Releases / Re: [B18] SeedsPlease!
November 17, 2018, 06:46:11 AM
I'm not getting any seeds from trees unless I cut them down in a growing zone. Other wild plants like healroot drop seeds properly. I am also using Wild Cultivation, but Seeds Please loads afterwards (it's last in my load order).
#9
It's the remove death cooties on armor mod. Thank you for the troubleshooting.  :)
#10
I am using Survival Tools with a new game. I edited Tribal start to only include a steel axe and sickle. However, once I loaded the world the other tools were still scattered across the map. I did save the custom scenario but did not test to see if it removed tools would spawn again without editing a scenario.
#11
I think this error is coming from Apparello. I'm not sure how to tell though.

XML RimWorld.ApparelProperties defines the same field twice: careIfWornByCorpse.

Field contents: false.

Whole XML:

<apparel><careIfWornByCorpse>false</careIfWornByCorpse><bodyPartGroups><li>Torso</li><li>Neck</li><li>Shoulders</li><li>Arms</li><li>Legs</li></bodyPartGroups><wornGraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor</wornGraphicPath><layers><li>Middle</li><li>Shell</li></layers><tags><li>SpacerMilitary</li></tags><defaultOutfitTags><li>Soldier</li></defaultOutfitTags><useDeflectMetalEffect>true</useDeflectMetalEffect><careIfWornByCorpse>false</careIfWornByCorpse></apparel>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#12
Releases / Re: [B19] Rainbeau's Mods
October 14, 2018, 04:54:19 PM
So I've been playing with Rainbeau Flambe storyteller on savage... and it seems like I always get three raids in a row about 24 hours in between each raid. I know bad events come in threes but it is somewhat predictable when one raid shows up (because two more follow). Is this by design or some strange feature of B19 (soon to be 1.0)? I ask because I believe the description states that it's a blend of Randy Random and Cassandra with more traders stopping by. I may have to swallow my pride and turn the difficulty down.
#13
Thanks for the reply. I'll see if I can give it a shot.
#14
Releases / Re: [B19] Faction Manager
October 08, 2018, 10:17:08 PM
So do all colonies share the same date and time even when 'on hold'? Or can you advance one colony to a certain time and unpause another colony in 'the past' so to speak?
#15
I was wondering why random pawns were joining my colony without asking permission until I read the changelog for B19:

- Removed: Hospitality does not change the refugee chased event anymore (more compatibility)
- Removed: Hospitality does not change the wanderer joins event anymore (more compatibility)

Increased compatibility is good however the changes to those events were one of my favorite features of hospitality. Would personally adding this feature to my game be difficult (ie. editing multiple files and 200 lines of code)? Or is it something simple such as inserting a few lines in a file somewhere?