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Messages - Amnesiac

#1

This poor child has Paralytic abasia. He lies in his poor quality bed in his cave bedroom with no light, no friends, and no entertainment. He lies there and does nothing all day. Despite that, he's not all that unhappy. His biggest complaint? Not learning anything new!




Is it possible for us all to band together and get this poor child a tutor that will come to his bedside and teach him a few things? Maybe he won't be as good with physical work, but he could learn how to do math and writing! Maybe he can still grow up to be book-smart and be a useful member to society!


Or maybe he will spend the rest of his childhood in his cave... all alone... not having learned a single thing his entire childhood... his face tattoo is fitting.


#2
Mods / Mod Request: Prioritize harvest zone
July 18, 2021, 02:19:07 PM
Instead of manually right clicking and selecting "Prioritize harvesting cotton plant" during a cold snap, it would be nice if you could right click a growing zone and select "Prioritize harvesting zone" and your pawn would harvest the zone until there are no more plants designated to harvest.

I know you can prioritize plant cutting and growing, but this doesn't stop the pawns from going to eat, sleep, etc. like prioritizing any other task does. (Like prioritizing a workbench temporarily to get that item you need crafted asap).
I've searched for a mod like this, but could not find anything. If one exists please let me know! I was honestly surprised I couldn't find one.
#3
The quest wants me to build steel walls in the same cells it wants me to build steel doors.


Screenshot: https://i.imgur.com/yL8kuAL.jpg


Here's the debug from the quest
-----------------
Id: 41
State: Ongoing
Data:
<saveable Class="Quest">
  <id>41</id>
  <name>Fearful Edifice</name>
  <appearanceTick>11414000</appearanceTick>
  <acceptanceTick>11570843</acceptanceTick>
  <ticksUntilAcceptanceExpiry>27991</ticksUntilAcceptanceExpiry>
  <acceptedBy>null</acceptedBy>
  <challengeRating>1</challengeRating>
  <description>A mysterious message has arrived. It seems it was transmitted by a machine persona that refuses to name itself. The message asks that you build a very specific monument.

The monument is 18 x 8 in size and will require these resources (total value $953):

  - Marble blocks x226
  - Granite blocks x221
  - Steel x290

Construction must be completed within &lt;color=#87F6F6FF&gt;13 days&lt;/color&gt; of accepting the task. Upon completion, transport pods with the following resources will arrive (total value&lt;color=#DBB40CFF&gt; $3400&lt;/color&gt;):

  - Resurrector mech serum x2</description>
  <root>BuildMonument_Basic</root>
  <signalsReceivedDebug IsNull="True" />
  <parts>
    <li Class="QuestPart_DestroyThingsOrPassToWorldOnCleanup">
      <things>
        <li>Thing_MonumentMarker709963</li>
      </things>
    </li>
    <li Class="QuestPart_DropPods">
      <inSignal>Quest41.OuterNodeCompleted</inSignal>
      <dropSpot>(-1000, -1000, -1000)</dropSpot>
      <useTradeDropSpot>True</useTradeDropSpot>
      <mapParent>WorldObject_95</mapParent>
      <items>
        <li Class="ThingWithComps">
          <def>MechSerumResurrector</def>
          <id>MechSerumResurrector709964</id>
          <health>80</health>
          <stackCount>2</stackCount>
          <questTags IsNull="True" />
          <target>null</target>
        </li>
      </items>
      <pawns />
      <importantLookTarget>null</importantLookTarget>
      <thingsToExcludeFromHyperlinks />
    </li>
    <li Class="QuestPart_Pass">
      <inSignal>Quest41.monumentMarker.MonumentCompleted</inSignal>
      <outSignal>Quest41.OuterNodeCompleted</outSignal>
    </li>
    <li Class="QuestPart_DropMonumentMarkerCopy">
      <inSignal>Quest41.OuterNodeCompleted2</inSignal>
      <outSignalResult>Quest41.DroppedMonumentMarkerCopy</outSignalResult>
      <mapParent>WorldObject_95</mapParent>
      <copy>null</copy>
    </li>
    <li Class="QuestPart_Letter">
      <inSignal>Quest41.DroppedMonumentMarkerCopy</inSignal>
      <letter Class="StandardLetter">
        <ID>567</ID>
        <def>NeutralEvent</def>
        <label>New monument marker arrived</label>
        <lookTargets IsNull="True" />
        <relatedFaction>null</relatedFaction>
        <text>Since the monument marker has been destroyed, a new one has been sent.</text>
        <quest>Quest_41</quest>
        <hyperlinkThingDefs IsNull="True" />
      </letter>
      <useColonistsOnMap>null</useColonistsOnMap>
    </li>
    <li Class="QuestPart_Pass">
      <inSignal>Quest41.monumentMarker.Destroyed</inSignal>
      <outSignal>Quest41.OuterNodeCompleted2</outSignal>
    </li>
    <li Class="QuestPart_QuestEnd">
      <inSignal>Quest41.OuterNodeCompleted3</inSignal>
      <outcome>Success</outcome>
      <sendLetter>True</sendLetter>
    </li>
    <li Class="QuestPart_Delay">
      <inSignalEnable>Quest41.monumentMarker.MonumentCompleted</inSignalEnable>
      <outSignalsCompleted>
        <li>Quest41.OuterNodeCompleted3</li>
      </outSignalsCompleted>
      <expiryInfoPart>Protect the monument for {0}</expiryInfoPart>
      <expiryInfoPartTip>Protect the monument until {0}</expiryInfoPartTip>
      <inspectString>Protect for {0}</inspectString>
      <inspectStringTargets>
        <li>Thing_MonumentMarker709963</li>
      </inspectStringTargets>
    </li>
    <li Class="QuestPart_DestroyThingsOrPassToWorld">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <things>
        <li>Thing_MonumentMarker709963</li>
      </things>
    </li>
    <li Class="QuestPart_Letter">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <letter Class="StandardLetter">
        <ID>568</ID>
        <def>NeutralEvent</def>
        <label>Monument time expired</label>
        <lookTargets IsNull="True" />
        <relatedFaction>null</relatedFaction>
        <text>Your time limit to construct the monument has expired. You have failed the quest 'Fearful Edifice'.</text>
        <quest>Quest_41</quest>
        <hyperlinkThingDefs IsNull="True" />
      </letter>
      <useColonistsOnMap>null</useColonistsOnMap>
    </li>
    <li Class="QuestPart_QuestEnd">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <outcome>Fail</outcome>
    </li>
    <li Class="QuestPart_Delay">
      <inSignalEnable>Quest41.Initiate</inSignalEnable>
      <inSignalDisable>Quest41.monumentMarker.MonumentCompleted</inSignalDisable>
      <outSignalsCompleted>
        <li>Quest41.OuterNodeCompleted4</li>
      </outSignalsCompleted>
      <state>Enabled</state>
      <enableTick>11570843</enableTick>
      <delayTicks>793831</delayTicks>
      <expiryInfoPart>Expires in {0}</expiryInfoPart>
      <expiryInfoPartTip>Expires on {0}</expiryInfoPartTip>
      <inspectStringTargets />
      <isBad>True</isBad>
    </li>
    <li Class="QuestPart_DropPods">
      <inSignal>Quest41.Initiate</inSignal>
      <dropSpot>(-1000, -1000, -1000)</dropSpot>
      <useTradeDropSpot>True</useTradeDropSpot>
      <mapParent>WorldObject_95</mapParent>
      <items />
      <pawns />
      <importantLookTarget>Thing_MonumentMarker709963</importantLookTarget>
      <thingsToExcludeFromHyperlinks>
        <li>MonumentMarker</li>
      </thingsToExcludeFromHyperlinks>
    </li>
  </parts>
  <tags />
</saveable>

Active QuestParts:
QuestPart_Delay (index=11)
#4
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
January 16, 2020, 03:00:53 AM
Started a new game with the latest version recently, and my pawns cloths changed colors from the defaults when switching outfits for the first time
https://i.imgur.com/Ox9wwlM.png

The bearskin cloths were correctly colored brown, now the shirt is white. the pants are synthread colored, and the hat is a lighter brown color
#5
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
August 03, 2019, 01:58:01 AM
https://gist.github.com/58a2ea14449aa0301207ce8e03689fbc

It seems the issue of duplicate clothing items is still around =( If I had to guess, it probably happens when you draft/undraft everybody at once, but I'm really not sure. Maybe some way to destroy duplicates automatically on load would work as a fix.
#6
Hi Kiame,

I think there is an issue currently with the weapon storage, it seems to randomly teleport beer. I have no idea why.

I've moved the weapon storage box around, and every so often all, or sometimes only 40 or so, of my beer will teleport to the circle area of the weapon storage box.

The issue may have started when I started using VGP Garden Drinks, which adds new alcohol types and may mess with the beer in some way that causes it to do this.

Beer, Mead, and other alcoholic drinks are available to be stored in the weapon box as well, though I have beer disabled the beer still teleports
#7
Hi! Well that's alright, I'm just glad you found something. Thanks much for the continued updates!!
#8
Hi, I think I found a bug with ironwood trees, it seems that my colonists will spend days at a time sowing ironwood trees, they take ages to sow, while a poplar tree takes only a minute, I couldn't find any obvious reason in the defs, any clues?
#9
Np spoons, love your mods =) though I do secretly wish you were on github so I could submit a few small fixes like the ones above, I understand life can get a bit too busy to come back to mods just to fix or tweak some minor things =) wish you well <3
#10
If anyone wants to fix the Rimkea furniture to not overlap other objects, just add <altitudeLayer>Building</altitudeLayer> to the offending furniture. The main one I noticed was the WODEN Table, it's large and overlaps with nearby stuff easily.
#11
Releases / Re: [1.0] ExtendedInspectData
February 24, 2019, 02:33:40 AM
Can anyone help me understand how to read the graph?  I read the description but I don't quite understand
#12
Releases / Re: [1.0] Better Pawn Control (v1.9.9)
February 24, 2019, 02:10:15 AM
Is the dropbox link supposed to link to github? and only available in source code?
#13
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 13, 2018, 08:39:05 AM
My doctor is using antibiotics to remove organs, is this intended behavior? I thought they were supposed to use medicine https://i.imgur.com/p2x9Op3.jpg
#14
Releases / Re: [B19] [KV] Change Dresser [ModSync RW]
October 08, 2018, 09:46:26 PM
I'm getting duplicate clothing every so often, still not sure exactly what's causing it, and I don't notice until I load a save and get these

https://i.imgur.com/Lr8CFGA.png
https://git.io/fxZFr

It seems that the clothing items are all tied to a custom outfit when it does happen. I checked my save file for the ID and it's always a custom outfit that has all the duplicates in it

                           <name>Gourmet S</name>
                           <type>Civilian</type>
                           <isBeingWorn>True</isBeingWorn>
                           <uniqueId>c67</uniqueId>
                           <outfit>Outfit_Summer5</outfit>
                           <apparel>
                              <li>Thing_Apparel_CollarShirt2032</li>
                              <li>Thing_Apparel_CowboyHat170581</li>
                              <li>Thing_Apparel_Pants432363</li>
                              <li>Thing_Apparel_Duster541009</li>
                           </apparel>
It's happened 3 times in the past few days, not sure if anyone else is getting this.
Edit: I've deleted the custom outfits that were having the issue, I'll let you know if it happens again!
#15
Releases / Re: [1.0] Caravan Gear
October 07, 2018, 07:22:34 PM
still getting some errors on mod load :(
https://i.imgur.com/CCeqdqc.png
I removed this from the two xml listed in the error and the error is gone

<thingCategories>
      <li>BuildingsProduction</li>
</thingCategories>