I don't add or remove mods mid-play. The game where it was happening, hospitality was installed -from the beginning-. The game where I removed hospitality and it didn't happen was a -new game-. I am aware of the fact that adding or removing mods mid-play can play hell with save files, and have been utilizing clean-install save files since I started modding Minecraft. Please read the post more thoroughly next time before you post an answer that is both non-applicable and insulting.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Releases / Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
May 29, 2016, 01:30:50 AMQuote from: Exende on May 28, 2016, 04:36:47 PM
I use both and is playable, what is your problem with the mod?
Quote from: Shadou on October 10, 2015, 12:10:51 AM
In one of my games, I had an issue that I think I've tracked down to this mod. Colonists would perform actions they were incapable of. In particular, I had one colonist that was incapable of caring (no medicine skill), who seemed to have priority set to 1 on Doctoring even though he could not perform it and could not be given a Doctoring priority. It literally was the first thing he did when anyone got hurt, even though the work screen would not allow him to be given doctoring as a job. I had to draft him anytime I wanted to have any surgery done, so he wouldn't try to do it and maim the patient.
My current game, the only differences in my mod list from the game when I was having the issue are:
Added Edb's mod order
Added Edb's interface
Added Ykara's Expanded Prosthetics and Organ Engineering mod
Added Brunayla's Embrasures
Added Brunayla's Neurotrainer crafting
Removed Brunayla's bionic replacement production
Removed Brunayla's organ replacement production
Removed Hospitality
I really don't think any of the other mods I added or removed could be the cause or solution to this. I like the mod, but this is a rather potentially game-breaking bug. Please fix.
Edit: Just thought of something that might be a possible conflict. I have Wastelander's Mending mod installed, which adds a Mending job to the work list. By itself, Mending doesn't cause any issues, but with two mods messing with the priority list it may be a problem.
This. I never saw anything addressing this other than a generic 'thanks for the report' reply from Orion.
#3
Releases / Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
May 28, 2016, 03:29:59 PM
Has the problem I mentioned way back around page 23 or 24 -- the conflict the mod has with Mending -- been addressed? With the mods conflicting the way they are, I have to choose between these two mods. I'd rather be able to use both.
#4
Releases / Re: [A12d] Hospitality (v1.08 - updated 23.09.2015)
November 01, 2015, 08:22:48 AMQuote from: Orion on October 30, 2015, 04:23:11 AM
Maybe you could look into why they're staying outside. I made them pick the most fancy room that is not someone's bedroom.
In one of my games, I had one faction that would always want to hang around in the animals' area, where I have all my animal sleeping boxes, and another faction wanted to hang around in my hospital (and all squeezed into that 6x6 room and complained about how cramped it was). And unless there's been an update, I'm pretty sure this mod is still incompatible with Mending.
Just an idea here: Maybe you could set up weights for objects for visitor preference on where to hang out? Maybe something like:
5 points: Each unclaimed, non-animal, non-hospital, non-prisoner bed
3 points: Each chair
2 points: Small table
4 points: Large table
4 points: Joy object
Have the visitors compare each room and decide which room has the best amenities as listed above, and all gather there. This would allow the player to build a sort of guest room for visitors.
By this point system, a room with a large table with 8 chairs (28 points) would outweigh a hospital with 3 beds (15 points) even if you didn't exclude hospital beds. It still wouldn't outweigh a barn with a dozen doggie beds though (60 points), so I really do think you need to set exclusions for animal, hospital, and prisoner beds, or just exclude room types Jail, Barn, and Hospital.
#5
General Discussion / Re: Just got the game and I love it, but my god is it cruel.
October 28, 2015, 05:45:16 PM
Dear, sweet Cassie was a bitch to me one game; I had a toxic fallout following a pirate raid that destroyed my spaceship-in-progress that was outside my base(I was still new and naive, and still building with wood!). A day or few into it I had a man hunting rhinoes event. The rhinoes didn't die off until everything else on the map was rotting (doesn't take long on a desert map in the summer), and during the fallout event I had three events kill my hydroponics: electrical short at night, blight, solar flare. Before the string of events, I thought about selling off some of my 1000's of frozen potatoes. By the end of the string of events, I was running out of food. Glad I didn't sell.
#6
General Discussion / Re: Your Favourite Back Stories
October 18, 2015, 04:28:30 PM
I like Emmie (Vatgrown Slavegirl/Urbworld Sex Slave).
... Don't give me that look. She's a fantastic cook, usually. And if she can get some Medicine skill or somehow practice medicine, she's a doctor that's never going to get involved in combat. On top of that, her high social skill is great for recruiting prisoners.
I had an Emmie generate with Too Smart and Nudist. Let her wander around naked and she's happy as a bucket of clams, so the Too Smart drawback never really came into play. By the time the colonists left the planet, she had 20 in Medicine, Social, and Cooking.
... Don't give me that look. She's a fantastic cook, usually. And if she can get some Medicine skill or somehow practice medicine, she's a doctor that's never going to get involved in combat. On top of that, her high social skill is great for recruiting prisoners.
I had an Emmie generate with Too Smart and Nudist. Let her wander around naked and she's happy as a bucket of clams, so the Too Smart drawback never really came into play. By the time the colonists left the planet, she had 20 in Medicine, Social, and Cooking.
#7
Mods / Re: [Mod Request] Religion
October 12, 2015, 05:49:16 AM
The idea of deifying the storytellers is interesting. Perhaps we could take it one or two steps further. Rather than choosing one storyteller at the beginning of the game, we could need to have our colonists build a shrine to one of them in order to have that AI take over storyteller duties, and probably make sacrifices to keep that storyteller happy... with the obvious effect of an unhappy storyteller being more and more frequent disasters (though in Randy's case, it could be hard to tell the difference from normal). Maybe without a shrine, during any given threat cycle it could be any of Phoebe, Cassandra, or Randy calling the shots. And maybe if you destroy a shrine (for instance, if you want to get rid of Cassandra in favor of Phoebe) you'll have to deal with that storyteller throwing a tantrum for a threat cycle or two...
Just some ideas I'm throwing out there.
Just some ideas I'm throwing out there.
#8
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 02:13:47 AM
TL;DR.
Sorry, but I'm stepping out of this conversation. You're obviously trolling. Ok, fine. You go ahead and ask your mechanic to fix your thermostat for you. I'm going to continue to ask more computer-savvy individuals to help me when I need modding done.
Sorry, but I'm stepping out of this conversation. You're obviously trolling. Ok, fine. You go ahead and ask your mechanic to fix your thermostat for you. I'm going to continue to ask more computer-savvy individuals to help me when I need modding done.
#9
Ideas / Re: New Factions
October 10, 2015, 01:42:08 AM
The presence of a glitterworld faction on the world implies that there's a working spaceport somewhere.
Ok, so why am I working my (censored) off trying to survive on this godforsaken mudball, when I could be making my way to the glitterworld base and hitching a ride off this rock? Forget building a base. Time to travel. We can eat off the land as we journey there. If we collect a few resources on the way and spend a few hours a night tinkering, we could probably get a radio working to see about getting someone to meet us halfway. Or even just coming to pick us up. We're not here because we want to be, after all.
Ok, so why am I working my (censored) off trying to survive on this godforsaken mudball, when I could be making my way to the glitterworld base and hitching a ride off this rock? Forget building a base. Time to travel. We can eat off the land as we journey there. If we collect a few resources on the way and spend a few hours a night tinkering, we could probably get a radio working to see about getting someone to meet us halfway. Or even just coming to pick us up. We're not here because we want to be, after all.
#10
Ideas / Re: Exclusion Zones?
October 10, 2015, 01:34:58 AMQuote from: NuclearStudent on October 10, 2015, 12:57:19 AM
Which is really, really easy to do, quite frankly, because of the invert area function.
Your suggestion intrigues me, and I would like to know more. Tell me about this... "Invert area" function.
#11
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 01:33:03 AMQuote from: Loki88 on October 10, 2015, 01:16:23 AMQuote from: Shadou on October 10, 2015, 12:58:03 AM
You're still taking for granted a level of computer literacy that not everyone has. Again, given the information you had posted, I could probably do it; you made me aware that these variables are in unencrypted xml files that can be changed without really needing knowledge of programming languages that I don't have. But I really doubt the average computer end user could do it without detailed instructions that you seem to be averse to giving.
Also, if you're trying to imply that someone that is not capable of figuring out how to make the modification on their own is someone without a brain, I'd like to challenge you to go out to your car and replace the thermostat. It's a simple process, really. Anyone with a brain, a socket wrench, and a pair of pliers should be able to figure it out.
I'm self taught when it comes to modding, I'm not great at it but I figured it out on my own w/o instructions. Xml modding is more or less "if then => so" logic level. It's not even about having a brain to be able to figure it out, it's about having the self drive to open up the game folder and poke at it to see how it works.
As for car repair, I've replaced the water pump on my stupid Ford focus before work w/o anyone telling me how to do it. That's a bit more involved than a thermostat if you've ever tried to replace one on a Focus.
I'm not saying all this to come off with a "better than thou" attitude, quite the contrary actually. I am but a mere factory worker with only a high school level of education. I guarantee there are people far smarter than I that just can't be bothered to figure the stuff out.
You do realize that the thermostat is built into the heating/cooling system, right? It's just as involved as changing the pump that pushes liquid through that same system. But my point remains, and you probably just reinforced it: Your average computer user is like the average car driver. They're able to operate the machine, but remain ignorant of the mechanics (so to speak) of what makes the machine work. There's people with technical skills that can do a little bit more than operate the machine, in both computers and cars. I probably fall into that category; I'm able to do small repairs on my car, but if the engine starts really misbehaving I need an actual mechanic to get in there and fix it. Similarly, I'm capable of installing and uninstalling software on my computer and running maintenance, and I am capable of installing mods that other people have created into my games. But I am not a programmer, so if something requires a knowledge of programming then I'm screwed. And now I have this... person... telling me that I must not have a brain because I couldn't figure out how to mod the game myself. Screw that. You all are too technical for me. I'm out of here before someone accuses me of being too stupid to own a computer.
#12
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 01:12:02 AM
So you're telling me that you drive around a car without even knowing how it works well enough to fix a broken thermostat without having a mechanic do it for you?
Don't even talk to me about using a computer without knowing how it works well enough to mod my games without a programmer to tell me how it's done/do it for me.
Don't even talk to me about using a computer without knowing how it works well enough to mod my games without a programmer to tell me how it's done/do it for me.
#13
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 12:58:03 AM
You're still taking for granted a level of computer literacy that not everyone has. Again, given the information you had posted, I could probably do it; you made me aware that these variables are in unencrypted xml files that can be changed without really needing knowledge of programming languages that I don't have. But I really doubt the average computer end user could do it without detailed instructions that you seem to be averse to giving.
Also, if you're trying to imply that someone that is not capable of figuring out how to make the modification on their own is someone without a brain, I'd like to challenge you to go out to your car and replace the thermostat. It's a simple process, really. Anyone with a brain, a socket wrench, and a pair of pliers should be able to figure it out.
Also, if you're trying to imply that someone that is not capable of figuring out how to make the modification on their own is someone without a brain, I'd like to challenge you to go out to your car and replace the thermostat. It's a simple process, really. Anyone with a brain, a socket wrench, and a pair of pliers should be able to figure it out.
#14
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 12:42:30 AMQuote from: TLHeart on October 10, 2015, 12:32:37 AMIncendiary grenades, rockets, napalm... I can see a number of things in the game actually causing a steel wall to burn.Quote from: TheGentlmen (GENT) on October 10, 2015, 12:22:56 AM
Get an Fe wall and put a lighter up to it. It won't go up in blazes.
I'm not going so say Fe isn't flammable, but in the games current state its certainly too flammable.
A couple of chips and shavings, some oil, and a knife, and I will light that Steel wall right up.
And as far as in game, steel walls burn, not as fast as wood walls, but they burn, accept it, embrace it and learn from it.
Some idiot walking up to it and poking it with the muzzle of their PDW a few times? Psssyeah, right.
#15
General Discussion / Re: Starting to get frustrated.
October 10, 2015, 12:28:49 AM
And now that you've pointed out the procedure, I could probably do it. But could I figure that out without someone better than me at programming stuffs telling me what I need to do? That's my point.
And I'm actually pretty quick, having a little experience with editing text files and finding files. Given as much information as you've posted here, I actually don't think that anyone who isn't very computer savvy could find the file or variable that needs to be changed.
And I'm actually pretty quick, having a little experience with editing text files and finding files. Given as much information as you've posted here, I actually don't think that anyone who isn't very computer savvy could find the file or variable that needs to be changed.