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Messages - Epson

#1
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
October 25, 2018, 08:56:30 AM
Quote from: Kiame on October 22, 2018, 12:27:49 PM
Update:
Fixing a bug where apparel would disappear if no dresser could store it when pawns were changing outfits.

Thanks Kiame

Just a heads up that the github version of Mend & Recycle https://ludeon.com/forums/index.php?topic=22894.0 is causing the Dresser mod to throw out patching errors but the steam version of Mend & Recycle works no bother.

Quote from: vandal on October 22, 2018, 11:08:54 AM
Hi are beards added by facial stuff able to be changed with the dresser i see hair but not beards as an option. it was recently updated

If you really have to have beards with the dresser try using mods like Spoon's Hair Mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=725447220
The beards aren't separate but are part of the actual hairstyle. If you're feeling really spicy you could create your own just by combining the facial stuff with vanilla/modded hair textures. It's dead simple. I've done a workable few just using paint.
#2
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
October 22, 2018, 01:05:06 AM
I only have a single dresser.

it happens both when drafting and using the bottons. Nothing drops on the floor and it doesn't exist on the map anymore either. Dragging Dresser to the top (below Hugs) doesn't solve this either.

How can I help work out what the problem is?
#3
Noticed a bit of an oversight in the pricing of one of the goods. The $ value of the alcohol precursors seems to be $10 a unit for all of them. With most alcohol:

25 Corn ($25) > 5 Corn Wort ($50) > 5 Whisky ($95)

At each stage, value is added because 25 raw crops is turned into 5 precursors into 5 product. With vodka the ratios are different because the alcohol precursor comes OUT of the barrel.

25 potatoes ($25) > 25 undistilled vodka ($250) > 5 vokda ($75)

So you actually lose a whole bunch of value because undistilled vokda priced too high.
#4
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
October 21, 2018, 02:21:31 PM
Quote from: Kiame on October 21, 2018, 01:18:28 PM
Currently there is not a way to have colors per outfit.

Dressers act like any other stockpile, there is not a way to have them act differently

Thanks. An update to this. As a workaround I've set the dresser to critical priority and only allowed the items in the outfit. When pawns change outfits any items that the Dresser is not allowed to accept are destroyed. I guess they try to go to the dresser and the dresser rejects the item?

It doesn't happen often but when it happens its usually with a new pricey piece of equipment that some brand new idiot colonist tries to wear and I don't realise. Is this avoidable?

Again, I'm using B19 so apologies if it's been corrected.
#5
Releases / Re: [1.0] Locks
October 21, 2018, 01:12:45 PM
Quote from: crusader2010 on October 20, 2018, 10:56:26 AM
Because of this mod I might just abandon my B19 colony and move to 1.0 :) damn :D

One question: could you make it such that a door is available to be open if inside a certain area, by whichever pawns do not have that area forbidden?

Basically I want all doors to be opened by the cleaning pawns, but only while they are cleaning (also using the mod Cleaning area just for that).

Orrrr just grab the B19 version from Github ;) https://github.com/Aviuz/Locks/releases
#6
Help / Have haulers ignore furniture?
October 21, 2018, 12:58:51 PM
Specifically with this mod - https://ludeon.com/forums/index.php?topic=41483.120

It creates a locker that allows pawns to store apparel and switch back and forth between outfits. Pawns can haul back and forth from the locker. Pawns can also manually store stuff while drafted. The problem is pawns will haul stuff from the locker to other higher priority areas.

Can I add any code or change the furniture to have hauling pawns just totally ignore this locker but still be able to manually store stuff in it?
#7
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 21, 2018, 12:15:42 PM
Quote from: dismar on October 15, 2018, 11:11:23 PM
Quote from: Epson on October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?

I have spent days trying to find a work around. As you see ALL my descriptions have change to Rough stone. As of right now I have no solution. If you made smooth you can only replace it with the Dev mode tool.

I'm glad I wasn't the only one baffled by it. I kept trying to tweak stuff to make it work but I couldn't come up with anything either.
#8
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
October 21, 2018, 11:46:33 AM
First, fantastic mod.

Two questions questions:

Is it possible to have independently coloured outfits? For example, blue casual wear and black armor? Both the duster and marine armor are the 'shell' layer.  I'm on the B19 version.

Is there a way to have haulers who merge stacks ignore the dresser? My haulers are currently moving stuff from the dresser into my normal stockpile zones are part of their 'merge stacks' work type due to the dresser having a lower priority.
#9
As the question states. Are modded re-armable traps a possibility anymore? I read an offhand comment about the ability to re-arm being removed from the vanilla traps coding. Is it still possible to create a re-armable trap or is this mechanic out the game?
#10
Releases / Mod manager issue
October 16, 2018, 08:52:56 PM
Hey Fluffy, first thanks for the great mods. They're essentially core for me at this point. Just wanted to open with that because I feel we only contact you with problems.

I'm running into a problem with the mod manager. On creating a mod list the names & preview images of the mods are lost. The only way to resolve this is to delete the mod list.

I've linked images below to explain it a bit better. (too big to attach)
Thanks.

https://i.postimg.cc/WzNGh7Qr/Everything-working.png #normal
https://i.postimg.cc/mgv7Q4vT/lose-names-previews-on-mod-lists.png #after making mod list
https://i.postimg.cc/hjrxWdfG/names-stay-lost-if-they-are-in-a-mod-list.png #making a second mod list
https://i.postimg.cc/4yxcJx9Q/deleting-list-returns-names.png #deleting all mod lists
#11
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?
#12
Previously you could just edit the RaidStrategies.xml selection chance to 0 to get rid of them or increase it for more. Now the file looks very different. Any ideas how to change the frequency?

Rimworld\Mods\Core\Defs\Storyteller\RaidStrategies.xml for the file.

Specifically, this I believe is new: <selectionWeightPerPointsCurve> and <pointsFactorCurve>

Thanks.
#13
The ModDB link is sending me to a dodgy site. Not the actual Link I think you were intending?
#14
Question: If I wanted to tweak the mod so that I can only receive trade caravan from Walkblem if I contact them through the comms console how would I do this?

I love the mod so far. My two problems are that they are always the visiting caravan because of the 4 factions, which breaks the immersion of rag-tag trading caravan for me and I'd also like to add a little bit to the difficulty by forcing me to pay silver for what I need.

Also a quick suggestion: if possible you should jack the price of the technology goods significantly. 1800 silver for the resurrector is just so cheap :P.
#15
Releases / Re: Errors?
August 30, 2017, 03:04:11 PM
Quote from: cheetah2003 on August 05, 2017, 01:24:28 AM
I keep getting this when I start my game.  I have Core, HugsLib, JecsTools, LightSabers, The Force, Factions (in that order)

I disabled all other mods.

Quote
RimWorld 0.17.1557 rev1153
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <canFireWithoutHandler>false</canFireWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
XML error: <handlesMovement>true</handlesMovement> doesn't correspond to any field in type VehicleRole.
XML error: <handlesWeapons>true</handlesWeapons> doesn't correspond to any field in type VehicleRole.
Duplicate code-linked translation key: DeactivatedWarning in language English

Any ideas?  This mod looks cool.


Can confirm I am getting exactly the same errors, as well as an error whenever I use the Force Ghost. Granted I'm using a clusterfuck of other mods but they've all played nice with each other until now.

EDIT: With a full clean reinstall and nothing other than Hugs, JecSec & the Star Wars Mods I'm still receiving the same errors.