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Messages - darklaguna

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I'm eagerly awaiting Vampires; Werewolves got updated rather quickly, so hopefully Vampires does as well. A lot of the new features of 1.3 would work really well with them, such as slaves (for feeding on), and a lot of the "morbid" type ideology stuff.

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Releases / Re: [1.0] A RimWorld of Magic
« on: June 06, 2020, 01:39:41 AM »
I encountered a very annoying bug: one of my characters lost all his command icons (draft, cancel action, et cetera). Combing through the error log, I noticed that it was throwing an exception that stamina was null. It turns out that a scroll I read a while back on this pawn (a physically adept pawn, but no class yet) gave him an ability even though it didn't show up, and next time I loaded that save, it expected that pawn to have stamina since he had a physical ability learned (it was a repair gear scroll). To fix it, I had to go into my save and edit it to remove that skill from the pawn, and his icons showed up again.

TLDR: don't read any scrolls until you actually have a class, or it can bug out that character.

If anyone wants to pass that along to the mod creator, feel free to do so. I'm not going to jump through more hoops to create a discord account because he doesn't want to post on the official game forums. =P

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Releases / Re: [1.1] SimpleSidearms (1.4.0)
« on: May 16, 2020, 04:45:17 PM »
Small bug that I haven't seen posted here; Grenades sometimes disappear as a sidearm (completely disappear, not dropped or put in inventory). This seems to happen with any kind of grenade (EMP, Molotov, et cetera). I'm not sure what's causing it; possibly a mod compatibility problem (I know Dual Wielding has some issues with this mod).

Pawns don't seem to be too smart with grenades as a sidearm anyway (they tend to switch to it in close range, hitting themselves and allies), so I rarely put it on as a sidearm, but it's useful in some situations.

Just thought I'd mention it. Thanks for this awesome mod!

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Thanks for updating this mod!

It has worked great for me, but there's one little issue I hope you can address: It's forcing all of my Android Tier 'droids to be asexual. I understand the reasoning behind this, but upper tier androids are supposed to have human-level emotions and intelligence (or surpass it). And I use the gynoid addon mod to add female 'droids. I know I can disable this mod giving out sexuality traits and use the vanilla system (preferrably with an xml edit to make sexuality traits more common), but it would be nice if I could use the system and sliders in this mod along with a simple toggle for if androids should all be asexual or not.

Is there any chance you could add it? I suppose I could make my own edits to the source and figure out how to compile it, but then I'd have to redo it for every update you did.

My only other suggestion would be some way to edit the lovin' time MTB. The additional lovin' chance factor slider you added addresses this somewhat, but it still feels limiting. As a healthy older individual myself, I find it a bit odd that a 40-something pawn in the game has a hard time managing one lovin' a night when that doesn't reflect reality for a lot of people. It should be 50 or something for the dropoff instead of 25; Tynan just doesn't like old people I guess. =P

How difficult would it be to make a slider for lovin' MTB, or for the dropoff age?

You obviously don't have to add any of my suggestions, but it would be awesome if you could!

In any case, keep up the great work, and thanks again for updating this mod!

EDIT: I found I was able to get MTB around where I wanted by going into the config file for this mod and setting it higher than your slider allows. Maybe a bit broken for younger pawn couples with absurdly low MTB, but most of my colony is 30+ anyway (And some of the alien races are in their hundreds X_x).

As for the Android thing, another reason they're probably coded as Asexual is because they can't actually do lovin'; They can only enter charge pods or sleeping spots, not normal beds, and they'll only use the sleeping spots if they're marked medical  or prisoners, which also disables lovin'. Still, they should be allowed to have a significant other regardless (if for no other reason, the permanent mood buffs). Not a huge deal though, I went into the code and changed it myself, so no rush if you don't have time or don't want to include it in your mod.

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