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Messages - Lethe

#2
I'm running Share the Load, Giddy up and Pick up and Haul and I'm not running into your issue. Here's my mod load order of things that affect stacks/hauling + giddy: Stack XXL, Haul to Stack, While You're Up, Pick Up and Haul, Please Haul Perishables, Share the Load and then much later I have Giddy Core, Giddy Caravan and then
Giddy Ride and Roll.
#3
Quote from: shadowstitch on December 18, 2018, 03:03:01 PM
I miss the QOL tweaks for Meal Equivalency, Surgery Estimates, Butchering Storage and Walking Off Bruises.  After using them for so long in earlier versions of Rimworld, their absence is conspicuous in my 1.0 playthroughs.

"Walking off bruises" functionality can be achieved by Uuugggg's Smart Medicine or Fluffy's Pharmacist. Hatti's QualitySurgeon can help ensure only the best surgeon does the surgery, although it doesn't give estimates. 'Less Arbitrary Surgery' can make surgery more straightforward so you don't have to worry about failures so much...

"Meal equivalency" couldn't you just set the workbill to "count all in stockpile/inventory" and have them maintain that? Or, do you just not realize when you run out of meat and need to switch over...? I suppose you could keep a second bill to main X meals for simple meals too just so you don't run out... In other words, Maintain 40 fine meals and another to maintain 20 simple meals.

I suppose if you need more help managing food levels, Food Alert by Mehni could help keep you informed.

I don't think I encountered anything that does what "Butchering storage efficiency" does. Although, with stackXXL and just making a bigger fridge that's not really an issue for me...

"Trading stockpiles" is a pretty nifty concept. AutoSeller might help you reach similar functionality, although it has more set up.
#4
Quote from: UnlimitedHugs on January 16, 2019, 12:44:48 PM
My pleasure!
Well, at least the original unforbid tool made it into vanilla, so I think my work here is done 8)

No, it's not. :x Don't leave us~

Congrats on having unforbid tool make it to vanilla!
#5
Releases / Re: [1.0] Psychology (2018-11-18)
February 23, 2019, 12:10:34 PM
Quote from: Vehicular_Zombicide on February 14, 2019, 06:31:47 PM
When I ran just Psychology it worked fine and the Psych tab showed up as normal. It's only when running it with RR that the Psych tab disappears. For reference, I'm pretty sure Psychology is usually at the top of the load order when I run it, with RR a bit further down.

Other than that, I don't know if there are additional errors behind the scenes or if it's just this. I do consider RR redundant to Psychology except that Psychology does not have casual hookups and RR does- if Psychology had that feature, I'd consider RR completely redundant.

Yeah, casual hook ups would be nice.

My psych tab disappears too, although I don't run RR. It disappears whenever I exit Dev mode. If I start the game and never open dev mode it shows up just fine. PM me mod list you have? Trentennisfigati says they didn't notice that problem when running RR. Maybe it's a different mod problem...
#6
At request, author made a patch to change their table graphics to vanilla table graphics.

Just throwing their link here in case anyone else wanted it too. Mod Auth instructs to load after their main mod:

https://mega.nz/#!jOYRwQSD!P5KekVBaAoAVXR6Gnl3PUgpot_KvZm6qoCcFyuu2ouM

http://www.mediafire.com/file/pi2d4akp2n1xmi5/Electric_Stonecutting_Table_vanilla_texture.zip/file

Thanks for making a small patch for me! <3
#7
Releases / Re: [1.0.12] Hospitality (updated 19.01.2019)
February 13, 2019, 08:20:18 PM
Quote from: Orion on February 13, 2019, 10:46:22 AM
Yeah that's life for ya. Maybe I should add a mental break for when a colonist fell in love with a guest who left, he/she will leave the colony to follow, or kill him/herself in despair.
That sounds like proper RimWorld drama and appropriate punishment for not recruiting that person at all costs.

If you put in events like these, I think some of us would appreciate the ability to disable them. :x

I'd be interesting to see if their lover come back to visit them more frequently compared to the other faction pawns. It'd give the player a chance to recruit the lover. I think it'd be cute... -shrugs-
#8
Releases / Re: [1.0.12] Hospitality (updated 19.01.2019)
February 12, 2019, 06:47:24 PM
Quote from: Ra1612 on February 12, 2019, 09:50:46 AM
Since installing this mod, prisoners and guests started to flirt with my colonists. And just now I got a new lover's notifications for one of my colonists and a guest. I can remove it with dev tools, but is it intended to work like that?

I've experienced that in b18's hospitality. I wonder if it's an interaction with Psychology...
#9
It looks like both you and tobe released a Various Space Ship Chunks 1.0 release. Did you help him and they are the same, or are they different?
#10
Releases / Re: [B19] Compare Gear
February 10, 2019, 02:32:17 PM
Could someone reupload the mod please?
#11
Quote from: projectew on June 28, 2018, 07:56:25 PM
I'd like to report a behavior which I'm not sure if it's a bug with Giddy-Up, or, more likely, an incompatibility with one of the following: Achtung!, Hand Me That Brick, or Pick Up and Haul (at least I'd guess it's one of these).

When mounted, my colonists' work time could be 10x faster if they didn't dismount to pick up items to haul. I've tried drafting the colonist, mounting, then manually prioritizing several hauling jobs. They always ride over, but dismount to pick up the items. Is this a reported incompatibility, or am I just doing something wrong?

Try disabling Achtung. I'm running Hand Me That Brick, Pick Up and Haul and While You're Up and I'm pretty certain I caught them hauling additional things without dismounting. B18. What order do you have everything loading in? For me I'm loading Giddy up last.

Anywho, I came to ask you @Roolo if the mount movement speed is bonus % on top of a colonists movement speed or if the animal speed (+/-animal handing skill) replaces the colonist movement speed completely while riding. My apologizes if someone asked this question already. I ask because I can't tell some are my pawns are moving any faster since I have a few mods that can bump up a pawns movement (certain Infusion stat bonus, fashion rimsta cargo shorts, I'm not using any yet, but pretty sure EPOE has prosthetics that can boost movement). Would those bonuses stack? Can pawns detect if the mount would be slower than walking and choose to walk in that scenario?

Yeah, I suppose if one had those other speed buffs one wouldn't necessary need Giddy-up ride and roll, but...your mod does look waaaay cooler. lol

Same question on Giddy-up Caravans. Which things, if any, will stack with animal mount buff?

Sweet mod and great work! I'm smiling and laughing a lot when I see my pawns ride a bear around.
#12
Releases / Re: [B18] Bad People
June 15, 2018, 08:43:31 PM
Success! Mod is working as expected for me now. :D I made a new colony and had no intentions of having anyone eat human, but then my animals got hungry, so I was making my herbivores human simple meals to keep them alive. Then of course my pawns decided to eat some... because why would they choose to eat the non-human simple meals? (They clearly all wanted to become cannibals.) Within a few in game days I had several colonists turn cannibal and within two seasons they all turned.

Version 1.1.1

So, whatever mod conflict there might be going on magically resolved itself on a new colony. That's something for anyone else experiencing problems.

I was curious if the frequency of turning into cannibals changes depending on what storyteller or difficulty chosen.
#13
ED-SafeTraps - Anyway to expand this to also cover friendlies like visitors and guests?

Also, it doesn't seem to be linked on the main page anymore. Just a heads up. 
#14
Releases / Re: [B18] Bad People
May 05, 2018, 01:00:48 PM
Well, I only have 3 folks in my colony, (I started with two) with only about 20-25 human meals (no more than 30) consumed so far per pawn. We'll eat more human meals and then I'll report back. RNGjesus might just not be on my side. I blame Randy.

I am also running mods like Psychology and We're All Mad Here that could potentially be interfering. In addition, I'm suspecting this mod is overriding Shrink Corpse Buff mod (which basically means unless you're in the same room as the butcher you won't know someone butchered a human colonywide. You still get I butchered debuff though.) The override is fine for me since I want my pawns to snap.

Edit: It doesn't have to be X meals straight to become a cannibal does it? I have taken a break with normal food as I was low on human at the time.

Edit 2: Does this only work on corpse consumption and not human meals? When I said "human simple meals" I actually meant that. I cooked 'em up first. I didn't think it had to be an raw corpse and that any consumption of human meat raw or cooked would suffice. Guess I was wrong?
#15
Releases / Re: [B18] Bad People
May 05, 2018, 09:50:33 AM
Quote from: Sebastian Cigar on May 05, 2018, 09:26:13 AM
Well, I've got nothing to report so far. The mod works like a clock, whole colony turned Cannibal after running out of foraged/scavenged stuff and wildlife on a frosty map.
Could you force the mod to  always log morale changes by default?

Huh, how long did it take them to snap? How many days of those were cannibal meals? I have about 60 days on my colony and no one changed yet. I think about 20-30 of those days were on cannibal simple meals. Hmm.