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Messages - Syrchalis

#1
Releases / Re: [1.2][SYR] Syrchalis' Mods
August 07, 2020, 08:40:21 AM
Mods are updated to 1.2. I didn't change every mods about.xml yet, so they might be yellow in the modlist, but I made sure they work generally speaking.
#2
Releases / Re: [1.1][SYR] Syrchalis' Mods
May 12, 2020, 06:15:15 PM
Its not, I removed the empty settings.
#3
Very simple change that seems like it's an artifact from earlier versions. Before 1.1 it made sense getting Deep Drilling first, because you could try to guess where the deposits are. Now it would make much more sense to get the scanner first, so you can start scanning before you can drill for the resources, because it's an active process now.

Thus I propose that the research gets swapped and you need Multianalyzer only for Ground-penetrating Scanner and the latter for Deep Drilling.

I did swap them for myself via a patch operation, but I don't really see a reason for them to not be swapped in vanilla too.
#4
Releases / Re: [1.1][SYR] Syrchalis' Mods
March 09, 2020, 02:55:51 AM
Updated all mods to 1.1.
#5
Releases / Re: [1.0][SYR] Syrchalis' Mods
May 16, 2019, 08:46:28 AM
Just mentioning here that I'm still active or semi-active (depending on my current schedule and desire to work on Rimworld mods).

I fixed several bugs and added new things. Naga food AI bug is fixed (they won't starve anymore), Naga should not be able to wear anything on their (non-existent) feet anymore and scarfs (that for whatever reason cover teeth?) should also work properly now, Doormats have had 1x3 mat and linked mats added, blueberries should be more compatible with other mods now, Individuality sexuality is working properly again (gay people are actually gay).
#6
Releases / Re: [1.0][SYR] Syrchalis' Mods
October 30, 2018, 10:10:59 PM
Not sure if that's possible, either way that wouldn't really make sense, so for balance purposes it's good that it's not possible.

You can include it in the modpack.
#7
Releases / Re: [1.0][SYR] Syrchalis' Mods
October 29, 2018, 12:38:57 PM
That's because you downloaded source.zip instead of naga.7z. I put it in bold letters so everyone sees it. Github isn't really happy with uploading like 200 textures, so there are missing a lot on it in the SOURCE. But in the Naga.7z I packed everything.
#8
Randy setting doesn't seem to save. I have to set it and apply it every time I restart Rimworld and load my save. The orbital visitor weight im talking about.
#9
Releases / Re: [1.0][SYR] Syrchalis' Mods
October 21, 2018, 04:52:34 AM
Took forever and was a lot of work, but they should be all updated now. Stone Rebalance is now also available on Github.
#10
Releases / Re: [1.0][SYR] Syrchalis' Mods
October 18, 2018, 08:08:27 AM
Steam Versions are updated to 1.0. I'll try to update the GitHub Versions today, no promises though.
#11
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 07, 2018, 03:27:10 PM
It's just the plant's lifespan. It was 6x the growth time by default, but could be changed. I think it got changed to 9x by default in B19. Still, you can set it to anything.
#12
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
October 07, 2018, 06:36:57 AM
<disallowedThingDefs>
<li>MealSurvivalPack</li>
</disallowedThingDefs>

Inside <filter>, inside <defaultStorageSettings> please.

No need for Survival Meals to be enabled by default for fridges. You can still enable Survival Meals if this is added, they are just disabled by default.
#14
Releases / Re: [B19] [KV] Change Dresser [ModSync RW]
October 03, 2018, 08:34:01 AM
Kiame, could you look at the following issues:
1. Body attributes can still not be changed for alien races (age, body type, etc.)
2. The second alien skin color does not work
3. Thoughts about improving the color picker?

I know #2 because my new naga race uses the 2nd color widely and when I change it via change mirror it doesn't seem to save it after exiting the menu. This might be on me though because I mess with color in my code. So I'm not 100% on it, you could look into it though.
#15
If a weapon is created by a RecipeDef instead of using a CostList and WorkToMake in it's ThingDef it will not work with weapontags. Meaning Pawnkinds cannot get the weapon through the weapontag. Fixing this either requires setting a manual market value or adding WorkToMake and a CostList.

The confusing thing about this bug is that the weapons seem to have a proper MarketValue based on the RecipeDef if they are seen in-game as item - even if no CostList, WorkToMake or MarketValue is set. This market value is however not correctly calculated during PawnKind WeaponGeneration.

There is apparently also an issue in general with this system, as no matter the budget the pawns have, they rarely spawn without any weapon (no config error). Some of my custom pawnkinds with custom weapontags (and essentially infinite budget) spawn without weapons about 10-20% of the time. This does not seem to affect vanilla pawnkinds or weapontags.