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Messages - Iridescens

#1
For all those concerned with mod disappearance - did you try to google for it on the Web? I have found a copy on first page on some fan's mods site. Not gonna post the link, as not to anger the author (and also to not give him a hint where to demand a removal)
#2
Releases / Re: [A12d] Glitter Tech v1.0
September 28, 2015, 04:20:32 PM
FIXED a typos in BodyParts.xml and BodyPartGroups.xml (some 'Front Leg' copy-pasta magic gone wrong).
If anyone's interested in proper (unlike multiple shattered front legs) hediffs on critters please apply.
Put BodyParts.xml in BodyPartDefs folder and BodyPartGroups.xml to BodyPartGroupDefs.

[attachment deleted due to age]
#3
Quote
I'll look into that next week.

Update here. It seems that affixes on the item must be saved lying on the floor with save game in order to attain their 'grip' and effect. I got my items to 'turn on' their affixes with this method. But...
...stuff on the floor can reroll it's affixes with each subsequent 'load game' on the same save. This, however is not observed by me to be happening arbitrarily with time, opposing to the report of @Dragoon.

Breaking news: a Pawn looses all apparel's affixes' bonuses when equipped with a weapon (doesn't matter affixed or not) of any kind! If a weapon is infused then only weapon's affixes do work. All base +stats (like cowboy's hat +15% to chat or Glittertech speed skin's +400% global work speed) still aplies somehow .
#4
Can anyone try dressing a Pawn in 'social infused' gear. I'm not getting bonuses from all social enchantments: trade, speech, tame. Trade is tested with a comm console - no benefit from +price improvement.
Please try it and tell me if this also (doesn't) happens in vanilla RW + Infusion only, 'cause my RW is pretty modded.
You can check detailed statuses in Cell info panel by placing cursor on Pawn and clicking big 'i'
#5
I'll answer my own question.
You can safely comment out
<inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>

by putting these strings inside the already commented

<!-- <researchPrerequisite>CryptoHeal</researchPrerequisite>-->


If you don't put it inside, RW will bug you out about having multiple comments within one definition. Which is a really strange behaviour...

Also I did expect DermRegen to remove all scar, but according to source code it only removes the last ('foreach') entry in Hediff list because 'current' is not a list of Hediffs.
Is it intentional to remove only one scar at a time? 'Cause I see it as an awful lot of time for a Pawn to be put into DermRegen plus a 'lovely' sickness after using it for just a single scar.

In reality (if such a device have existed) one should have some procedure to instruct such machinery to heal scars that you know of. Besides if a scar is not 'known' to you, then you are not feeling pain from, r-r-right?
#6
I tried Dermal Regenerator and with EdB Interface it throws error and blank 'Bills' tab (no other modded tables do that).
I dunno if it is your mod or EdB, so if I came the wrong address just say it.
Please see attachment for screen and mod-config.

[attachment deleted due to age]
#7
Outdated / !!! [A12d] Apothecarius FD Update (15.09.2015)
September 14, 2015, 06:29:04 PM
Hello there!
Guess I miss the craftable medicine more than most so I decided to update it to 12d.
No loose ends on my side. Please test it and report.
P.s. It was quite a study to get it clean, I must admit.

https://yadi.sk/d/Gn2UMAiJj6ETc
#8
Quote from: skyarkhangel on September 13, 2015, 03:07:51 AM
Mb it's vanilla bug? I'll remove drawsize 1,2 for animal bed and looks good.
It's definitely a vanilla bug. Just checked for <defName>AnimalSleepingBox</defName> in Mods\Core\Defs\ThingDefs\Buildings_Furniture.xml:
<drawSize>1.2</drawSize>
#9
Hi there!
First of all, thank you very much @jabbamonkey for such a cool texpack!

Captain Not-So-Obvious reporting:
I tried to modify/update some tex'es for A12, but for now it seems that making a proper tex for multi-stuff object with mask requires you to add <ShaderType>CutoutComplex</ShaderType>
to object's ThingDef. Also original texes have a non-multiple size of sides, like butcher's table is using <drawSize>(3.5,1.5)</drawSize>
where yours will have <drawSize>(3,1)</drawSize>
Plus, since many tables are now <graphicClass>Graphic_Multi</graphicClass>
one should make a front, back and side views.
BTW, 'back' and 'front' are quite misleading, as pawn will use 'back' tex of the object when using an default interaction cell that is BENEATH the object (like mentioned butcher's table). And a side-view should have a left-faced interaction cell.
Check out the attached PNG (with a funny bug revealed - you can place a second object with south-faced interaction cell right next [one cell up] to first, placing inter-cell ontop/inside of it, efficiently making second one inaccessible).

Having said this, a proper retex released as a separate package will NOT be compatible with any mod (CCL - Vanilla tweaks, I'm looking at you...) that touches retexed ThingDef.
Sad but true.


[attachment deleted due to age]
#10
Quote from: dismar on June 05, 2015, 09:57:30 PM
I only updated the tags to work in a10. I'm not the org. author so i can't make changes to the OP. Limits to the "tool" were described from the author. :) I only updated these so i can use them in a10. If the is interest from anyone then i post my updates, which the Original Author can use as he/she wishes too. Many thanks to Rock for his/her work on this.
Whooops, didn't see that you are not the OP, sorry!
And, well, I would like to see your updates here :-) Tried it myself, but it seems that the only solution to my list would be a dll-mod, with a likely conflict with other mods with added Orders. And I am really bad at dll-modding. My best shot was to check 'More Planning' by @MarvinKosh and be overwhelmed with all those functions (had yet to get ILSpy).
#11
Pretty handy tool, but some minor bugfeatures encountered, if you pardon me:

0) Updated to Alpha 10 -> Thread name still reads '9' -> Some people may miss it.
1) <description>A set of electrical cables for moving power around.</description> in xml;
2) It's not actually a 'TOOL' (like 'Planning tool'), but a building; <- just a whine, not really a bug, since messing with orders menu is much pain right now. (VeinMiner and MorePlanning are conflicting over Orders tab)
3) It ceases to show radius when moused-over existing buildings.