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Messages - wreckcelsior

#1
Hey Jecrell...

Firstly I'd like to compliment you on all of the mods you have made; I love them all.

Secondly, I'd just like to give some feedback on a couple of tiny things you might want to look at with 'Doors Expanded'.
(not suggested changes.)

Remote doors:
Sometimes, not all, when a door gets destroyed then rebuilt and it is not in the same position as the others (opened/closed), it is really tough to disconnect then reconnect it to sync with the other doors... The 'switch' itself will not release the co-ordinates, even though I have disconnected the door itself. 
I even moved the door to a different location and the switch followed the door to the new co-ordinates. 
I tried hooking the new door up to a different switch to open/close it to sync with it's previous doors, then reconnect it to the old switch... both switches ended up showing a visual connection.  Even a save and restart didn't resolve. 
I've found the only solution is to destroy the door and rebuild it from scratch. (previously it was rebuilt from the game menu 'toggle automatic rebuild of destroyed structures in the home area' hammer icon.) Perhaps this is the culprit?...

Blast door (3x2):  When multiple enemies attack the door, one of them gets pushed through to the other side... this one feels similar to the game mechanic 'crowded-corridor-push-the-pawns-out', which pushes/pops pawns out into the open space when they crowd an entrance from a corridor, but generally doesn't push them 'through' a closed door.

Thanks again for all of your work you have done to make the game so much more enjoyable.
cheers.

#2
Releases / Re: [1.1] Better Pawn Control (v2.0.3)
March 17, 2020, 08:45:12 AM
@peke... it's usable. 
I've been using 2.0.2 for ages and the files in it are the same as 2.0.3, just older.
(Maybe I've been doing it wrong, but I have had zero problems.)

cheers.
#3
Releases / Re: [1.1] Better Pawn Control (v2.0.3)
March 14, 2020, 12:18:14 PM
v1.0 - I just wanted to include a conflict for your "compatibility" list... Menhi's "[1.0] Numbers_(2019_04_27)" mod makes the animal drop down disappear, I guess much similar to the conflict listed with Animal Tab on your Steam page. 
I've also posted a message for Menhi; just so that players are aware of the conflict.
Thanks for all of your great work.
cheers.
#4
Hey Mehni...
I wanted to just mention a brief and minor conflict between your [1.0] "Numbers_2019_04_27" and "[1.0] Better Pawn Control"... 
There is a drop down in that mod that lets you quick-assign a zone for the animals, that disappears when your mod is loaded, either before or after that mod.
Because "Better Pawn Control" is such a great mod for getting my animals to safety, quickly, I unfortunately can't use your Numbers mod, which is a great one-look information mod.
Just thought you may want to know.

Thanks for all of your great works.

cheers.
#5
Hi Fluffy... firstly, I love ALL of your mods and that's not just brown nosin'...

Just a question regarding Work Tab... is there a config file saved and updated from the game? 
My clumsy fingers sometimes click SHIFT instead of CTRL and mess up my numbers and it would be nice to jump out of the game and overwrite the mess with a saved copy of the numbers I already had saved...

cheers,
Wreck.
#6
Quote from: wreckcelsior on November 11, 2018, 01:38:50 PMIs there any way to have these bonuses included into the lunch bag without you having to add them each individually?

Quote from: dburgdorf on November 11, 2018, 02:53:06 PM
Unfortunately, no, there isn't. In order to have packed lunches with differing buffs, each would have to be its own distinct item, with its own distinct creation recipe. (The closest the game comes to having multiple possible outcomes from a single recipe is the use of "stuff" as an ingredient.)

Thanks for the reply, dorfiest of dorf ones.

cheers.
#7
I love the idea of "Packed Lunches" and have a small suggestion.

I use the 'Vegetable Garden Project' mod and it adds a few meals that have bonuses to Consciousness, Metabolism etc.  (Stew, Smoothies, Yogurt, and more)
These bonuses, unfortunately, don't get included in the lunch bag meal. 
Is there any way to have these bonuses included into the lunch bag without you having to add them each individually? It would compliment your mod nicely.

An "add bonuses from meal "x" to target lunch "y" (layman speak) or something? I guess technically it would end up being a visual wrapper with the 'boo-hoo-I-ate-standing-up' debuff removed...??
I'm not a programmer so forgive my stumbling about with language code suggestions. 

Thanks for you time.
cheers

#8
Outdated / Re: [A17] Wildlife Tab
November 10, 2018, 06:43:09 PM
Any plans for a 1.0 version?
Before anyone starts screamin' at me, I know that there is a Wildlife Tab in the vanilla, but it is missing (imo) some key features....
1. Manhunters or animals gone wild-mad don't always show up in the list as 'mad'.
2. There is no functioning "!" column to list the predators top to bottom.
3. "Medical conditions" is absent..
I know these are only 3 comments on the vanilla, but imo, they are major, as predators and manhunters are, really, the only animal threats on the map, and I need to protect my precious terriers. ;)

cheers.
#9
Mehni, mehni, mehni good mods, but for me the greatest of them all is "Pick up and Haul"!!!

What a treat to see the pawns behave intelligently and grab their limit and move it.

Thank you Mehni.

cheers.
#10
Releases / Re: [1.0] PowerSwitch (1.0.0 / 17.10.2018)
November 06, 2018, 04:29:37 PM
Thanks for all the updates.

cheers.
#11
Releases / Re: [0.19] Animals Logic 🐾
September 05, 2018, 10:32:35 PM
Quote from: Oblitus on September 05, 2018, 05:07:45 PM
You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.

Yep... if you could see me right now, you'd see a man jumping up and down and kicking his heels!!!
I didn't know how to make an XML file that worked, but I found the specific animal's XML (honey badger) in the ACP mod I'm using and there it was "<nameOnTameChance>1</nameOnTameChance>".. changed it to 0 and HuRRAH!!!!  Un-named Honey Badgers for days!

Thanks a ton Oblitus.
#12
Releases / Re: [0.19] Animals Logic 🐾
September 05, 2018, 05:02:48 PM
Quote from: Oblitus on September 04, 2018, 11:50:04 PM
Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
#13
Releases / Re: [0.19] Animals Logic 🐾
September 04, 2018, 11:08:53 PM
I'm not sure if this has anything to do with your mod, but since it has to do with tamed animals and it's driving me insane, I thought I would just throw this question your way... (I know you are busy, thank you for your time.)
Is there a way to stop the game from auto-naming new-born critters?
I have a rather large animal population and spend a lot of my time clicking and deleting the newly given name. 
I do give names to some of them, and I have those names showing on screen so I can quickly find them, but when every single new-born gets a human name, it becomes a bit arduous removing them.
I can't seem to find any info on my particular problem(annoyance).

Thanks in advance to any and all help.
cheers.
#14
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
November 17, 2017, 07:03:48 PM
Great mod Haplo, one of my must-haves... I just have a quick question regarding the 'enemy on' switch.

Is there any way to have it automatically turn on rather than have one of my morons have to go and switch it on?... i.e. work like the auto 'colonist on' switch most popularly used for lamps... Even if it just instructions for something I could do myself.

Enemy enters field, guns are switched on, mayhem ensues... wheeeeeee.

thanks in advance for any/all help
cheers.
#15
Quote from: Canute on July 21, 2017, 03:05:59 AM

Not completly your fault wreckcelsior, falconne made an unique github structure. Any other github rimworld project i saw, your could download the master and got a working mod download.

And falconne, maybe you should switch to the normal structure and then it nearly be compactible with the ModSync Ninja which can update from github now too.
Thanks Canute... and thanks falconne... I missed your post above with the new link.

cheers