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Messages - Tai

#1
Outdated / Re: [A14/A13] Aristocat's mods
August 12, 2016, 03:49:54 PM
Quote from: Aristocat on August 12, 2016, 02:27:40 AM

Try remove compatibility patch. I removed bodyDefs so having it is might be what causing error.

Tried that, still giving the same error.
#2
Outdated / Re: [A14/A13] Aristocat's mods
August 11, 2016, 02:59:40 PM
Quote from: Bucketsmith on August 11, 2016, 07:59:13 AM
I feel your description is a bit vague.
For example, when you say "DESurgeries", does that mean you incorporated said mod, or does that mean you need to have DESurgeries installed because your mod alters/adds to it?

I'm not the mod author but, let me try to answer some of these. This mod includes a modified form of DESurgeries, tweaked to play more nicely with the other mods in the pack

Quote
On to specific parts I had feedback on:
Quote from: Aristocat on June 10, 2016, 04:28:00 AM
DESurgeries
* Increased surgery success chance.
- You increased the surgery success chance. Is that because with your mod things would otherwise become too hard? Or because you felt vanilla/modsource-vanilla chances were too low?
- Are the new values only a slight change or can they be considered OP?

I found that things were pretty low in modsource-vanilla - I had a skill-16 doctor with herbal meds fail several times on fixing a stab scar and a missing pinky finger. Haven't tested how the new values are, but I doubt they're tweaked to OP levels.

Quote
Quote from: Aristocat on June 10, 2016, 04:28:00 AM
EPOE

* New features in Medical Complication :

* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses silver instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* I forgot to remove choppable limbs, but there might be bugs so beware.
- All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
- You replaced vancidium and advanced components with silver. Any chance you could change that into plasteel? Feels to me that would make more sense. :)
- Medicine and Glitter Medicine can be crafted. Does that make your mod incompatible with any mod that also enables this? Or will we just have redundancy?
- What are the price tweaks you applied? To what items/objects and what did you change it from/to?
- Increased compatibility with what?
- Are you planning on fixing those bugs with the limbs?

-All tables merged into one, but still having access to the old versions, pretty sure that's an attempt at save compatibility if someone were to go from the separate mods to this modpack.
-Silver's probably picked and set to give those things that need it a significant cost, but you could always go into the XMLs to change it to Plasteel yourself if you preferred
-Other mods that  have craftable medicine would just be redundant, shouldn't be incompatibilities unless they try to change this modpack's stuff, which wouldn't make sense.
-Not sure about the price tweaks
-Increased compatibility with things it might be incompatiblewith -basically he's tried to make the modpack work with anything else that tweaks or alters similar things. Won't know if it worked until he gets incompatibility reports, really.
-I imagine he'll try if they become a problem?

Quote
Quote from: Aristocat on June 10, 2016, 04:28:00 AM
* Bonus : EmergencyTreat! Need treatment right now but all of your colonists are busy? Just draft-undraft them and they'll skip everything and start tending. This make giving treatment as emergency job. Colonists will forgo every job and make sure everyone is tended. Recommended to set doctoring as priority 1.
Isn't that how vanilla RimWorld works, as long as you have 'Doctor' set to PRIO1?
I'm not sure I understand what exactly you changed here.

Vanilla Rimworld, even if you have 'Doctoring' set to priority 1, if the pawn is set to sleep time or joy time, they'll go do that instead of doctoring work. This mod sets treatment to be an 'emergency' task, like firefighting, so they'll put it above sleep or joy-time. Useful if you have a sudden outbreak of disease or a conduit explosion in the rec-room during joy time and need to get everybody treated ASAP.

[quote[
Quote from: Aristocat on August 09, 2016, 01:06:22 PM
Correct, but this mod pack uses original LT-ADogSaid mod, not new versions.
What does that mean in regards to features/bugfixes/etc?
[/quote]

Not honestly sure, you could probably compare the two mods' pages to see for yourself, though.
#3
The point value is a limit of sorts. It's a self-imposed limit. Pick a point value you find to be fair and don't go over it.
#4
Outdated / Re: [A14/A13] Aristocat's mods
August 10, 2016, 02:55:37 PM
Quote from: Aristocat on August 10, 2016, 12:49:20 PM

http://imgur.com/a/ZaWO9

It seems working fine to me. Do you sure this mod pack is the problem?

For education mod I can make you small mod that add "practice" recipe on each workbenches. i.e. smithing table for crafting, human for medicine. It will also integrate few other practice mods

Well, with my modlist,  when the mods were installed my MCM and minimap vanished, when I disabled them it came back. With just your mods and CCL it seems to work, though.

Modlist is attached, I'm gonna go through and see where the error starts to happen.

Also, a practice mod would be fantastic. I'm vaguely poking at how to make one myself but having a known working example would be a great help.

EDIT: Found the incompatibility. Something breaks using the medical complication pack, CCL, and the Zombie Apocalypse mod. Tested with full modlist and with just those mods, same error consistently. http://puu.sh/qwNlP/19e3336aad.png

IIRC that mod has a patch for EPOE compatibility, maybe there's something tweaked in your version of EPOE that causes issues? I'll do some poking through the patch files, see if I can find a likely culprit

[attachment deleted by admin - too old]
#5
Outdated / Re: [A14/A13] Aristocat's mods
August 10, 2016, 04:43:37 AM
Sorry for the double post, but a pretty serious bug I found - something in the Medical mods as presented here interferes with CCL, disabling things like the MCM and minimap. Haven't checked for exactly what's going on but I get an error to do with 'CommunityCoreLibrary.HelpBuilder.HelpForRecipe'. I'm direly in need of sleep or I'd give a more thorough rundown, if you need more info I'll provide it when I'm conscious again.
#6
Outdated / Re: [A14/A13] Aristocat's mods
August 10, 2016, 02:58:13 AM
Pity. I find that once I've got my main base set up I don't have enough low-end crafting work to train anyone to do the high-end jobs I need done. Maybe I need to think ahead a bit more in early-game, but being able to train people would've been nice.

If there's anything I can do to help I'd be willing? I've been getting curious about Rimworld modding, I'm not experienced with code stuff but I've tinkered with modding for a few games before, and I dabble in design.
#7
Outdated / Re: [A14/A13] Aristocat's mods
August 09, 2016, 04:28:56 PM
The Education mod doesn't seem to be updated, and it's throwing a bunch of errors, 'Could not resolve cross-reference: No Verse.ThingDef named Guide_<skill> found to give to Verse.ThingCount (1x null)' for every skill - is it not ported to A14 yet?
#8
I'm not sure if this is a bug or a mod incompatibility or just how you have stuff tuned, but whenever I try to do any of the repair surgeries, in a well-lit hospital with plenty of medicine available, firstly my doctors seem to prefer Glitterworld medicine, then the worst medicine they can find. Then, if they -didn't- find Glitterworld medicine, it seems like they're pretty much guaranteed to fail the surgery - my doctors are Medicine 16 and 17, with 101% and 117% surgery success chance respectively, and they both failed to repair a colonist's pinky in quick succession in a well-lit hospital.

I'm guessing part of the problem might be the medicine search - when I debugged in some Glitterworld medicine, they used that fine and the surgery worked. But I've got good medicines nearby, and they're actively going further to take the bad stuff - and then using the good stuff to treat their mistakes.

I'm running a fairly hefty modlist, but far as I can tell the only things that might have incompatibilities are EPOE, ADogSaid, Combat Realism, and -maybe- Vegetable Garden given the extra medicines it adds?
#9
Support / Re: Change Savegame Path?
August 06, 2016, 08:50:23 AM
I'm trying to do this and it doesn't seem to be working - I felt like going back to an A13 modpack, but it's still pulling from AppData after setting up the shortcut. Running it as admin, no dice.

I just want to try out the more refined modpacks while stuff is still settling on A14, I don't want to lose my A14 files. Anything I can do? It works fine with the old A12 ModVarietyPack I still had, could it be that the A13 folder is empty?

Edit: Worked it out, the format changed from A12 to A13+. You have to do something like this:
C:/RimWorld/RimWorld.exe -savedatafolder=C:/Path/To/The/Folder
#10
I didn't actually try to fire the mortar, so I didn't see that myself, but yeah, that sounds like something's broken badly.
#11
I'm not sure what's going on exactly, but far as I can see, mortars flat out don't work with this mod, which kind of kills sieges. A bunch of 81mm mortars drop with the siege, with the sprite for charge rifles, but they can't be clicked directly, and right-clicking with a pawn only allows the option to equip it. Once equipped, it seems like it functions as a weapon, but if unequipped it's stuck in your inventory until equipped again, and if dropped while equipped, it vanishes.

Tested with just core, CCL, and Combat Realism loaded, so I'm pretty sure it's CR doing it. Don't see any obvious way to fix it, so, brought it here.

(I've also noticed the issues with animal aggression, just to throw in my own anecdotal evidence on that)
#12
Ah, there'll be the problem, I was using the Steam release, I guess it auto-updated. I really need to get around to just grabbing everything off here... Guess now's as good a time as any
#13
I've been having a nasty bug of some kind with the Work tab, not 100% sure what or why. Running just Core, CCL, CCL Vanilla Tweaks, and Work Tab, I get this error log on trying to generate a new world. http://puu.sh/qhmm5/d5161b013f.png

It bars the generation, which basically means the game can't be played with the mod.