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Messages - Wilponderroci

#1
Just noticed that this mod has some weird compatibility issues with Dual Wield and Simple Side Arms. Tools do not register on either of these mods as weapons and pawns just constantly drop them when carrying more than two in their inventory. I mean wouldn't it be grand to wield two sickles, have a pawn that simply had one of each tool in their inventory? cant happen. they just drop them.  :-\
#2
Releases / Re: [A18] Locks
April 15, 2018, 02:33:02 PM
If someone is having a breakdown it seems they can still open the door even if its locked. Clutter mod "LOCKED" the door legit...   

I locked the door and allowed no one. Then told a pawn to get something inside the room and they just went right in.

I am not running clutter mod currently as it keeps throwing error and showing up incompatible with this version.
#3
Outdated / Re: [A17] Vegetable Garden [7/3/17]
August 07, 2017, 03:18:33 PM
the similar food items (cheese) that are created at different workbenches cannot be used with vegetable garden. All dried foods and jerked meats etc will be considered regular ingredients for recipes and consumed as well as canned, pickles etc. They are considered as one ingredient instead of a meal.  The little differences you might not notice. They certainly "work fine" meaning no errors. They do not work however as far as being aware of each others ingredients and using them accordingly. For instance I can make salted meat which takes 10 meat. I can then turn that into jerked meat and vice versa. I can also have 50 cheese and 200 tomatoes and all the flour etc I need to make pizza and I cant make a pizza bc its cheese from the medieval mod (correct me if im wrong but it was shit like this that made me stop using it, and the silly massively labor intensive resource plants).  I really wish I could have the oven and the prep table included with just the neutro flowers and extra vegetables in a stand alone.
#4
Yes this is another one of those mods that i really need to have as well, love the work!
#5
brilliant! just brilliant... cant wait to test!
#6
Outdated / Re: [A17] Vegetable Garden [7/3/17]
August 05, 2017, 09:23:45 AM
I love this mod.

I have stopped using it though.

I actually have a huge problem with not using it. (its just so good)

I find it has to many overlaps with other mods that use similar things.

it overlaps with any gardening centric mod or fertilizer production system, food production mod or anything that adds extra plants or cultivatable flora.

it is specifically not acting in a harmonious fashion with TropicKAPP or Medieval Times.
Two of the most essential mods out there.     

I also do not appreciate the resource plants. I love the idea! Dont get me wrong. I WOULD REALLY appreciate them IF I ever played flat maps... you see, I would totally dig it. (literally) :)

This mod deserves to be on the front page of the releases Thread every day! (it is in steam too!)

Please make it more modular or give it an options menu so we can select which cheese makes pizza, which cloth or bench does what or what type of coconuts you can get milk from. (there are many others)

As well as a number of other little tweaks.  (Some of what stigma says makes sense). 

For now I have, with a very heavy heart taken my first favorite mod out of my rotation. :'(

This is one of the types of work I would be willing to throw coffee money at if it was improved because I really dont want to not use it.
#7
Im experiencing a weird "bug".

When messing with the "Access" functionality there seems to be a random selection of colonists who are given the option to have access. This seems to change for no obvious reason. I also accidentally locked a colonist in the kitchen trying to see if the door was proximity "activated" and now even if she is drafted, (she is no longer on the access list) she has "No Path" message.

Tweaks.... needed.  One of the most glorious mods ever though. I really like the fences and walls and the work is great!
#8
whats this about? Failed to find Verse.ThingDef named UtilityWindows. There are 2740 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Clutter_Structure.DefLoader_Extension:BuildingDefs(String)
Clutter_Structure.DefLoader_Extension:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()



oh hrmmm I see its harmnless lol
#9
Releases / Re: [A17] TropiCKAPP Rainforest Mod
July 31, 2017, 09:35:18 PM
seems to be throwing a few duplicate errors from your animal overhaul??

Should I be using only one of these?
#10
Can anyone confirm if this is compatible with hospitality?

Also didnt a version of the TropiCKAPP add a ton of animals to other biomes as well?

I would love to see lots and lots of animals! ;)

<3
#11
Mods / [MOD REQUEST] Proper Smokeleaf rework
July 05, 2017, 09:40:16 AM
8)

High everyone!!!!!

It would be be excellent to see someone do a proper rework for smokeleaf... aka make it non-deadly and maybe have a few varieties.

ZModW did do a seemingly extensive rework but its a bit to OP and uses "highjack ware" to distribute so I will never download it.

I like the idea of having Smokeleaf and drug related counter culture in game. For instance adding a few drug centric factions.

I see a few mods that add food made from Smokeleaf products.

The ability to have slightly reduced drug properties added to the effects of food made with other drug/plant additions like dreamroot and jitter berries from the TropiCKAPP would be amazing.

Obviously making sure to have the mod be compatible and seamlessly function with Vegetable Garden and other plant mods would be essential.

<3

peace ;D
#12
downloading inkyquills version of JTreplacewalls also


would love to see it updated here by Jamestec though :)
#13
Apparently none of the "settings" (trust me I went through them thoroughly) will allow certain items to be recycled/disassembled.

It lovingly desires to disassemble my "good" crossbow or helmet but not the shoddy bracers. No matter what I have the settings on.
#14
there is seemingly a bug with not allowing the salvaging/disassembling of armour pieces from its own set, for instance, bracers. I am not 100% sure but they seem to only be deconstructable if the bill is set to allow all items of any quality/deterioration level. Even if the item is shoddy 10/100

Downloading and updating the mod to be sure its not just me (as usual)
#15
Quote from: Orion on June 28, 2017, 02:33:31 AM
Mods that make visitors bring slaves or animals will cause problems. Ignoring this warning makes it your own problem.

Yes indeedy speedy... for the record i wasnt ignoring the warning. I was reading TropiCKAPP had been fixed all up to date etc and had the wrong version.

Quote from: wwWraith on June 27, 2017, 05:06:56 PM
Wilponderroci, also make sure that you are using the latest version of TropiCKAPP. There should be no animals coming with guests, this problem was fixed.

Yup!

I had downloaded very slightly outdated Version of tropiCKAPP... by like a day. FML!

was driving me bonkers ::)

I kept reading about this trampled path and was like "hey where is that let me reorganize my load order hmm wtf where is this , DAMNIT!! Why isnt this working?!?!?!"

<----- errored user