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Messages - MercuryDoll

#1
With the Ideology DLC came the <countsAsClothingForNudity> tag for apparel. However, it only works for Ideologies. The vanilla Nudist trait still considers (modded) clothes that have this tag as "constraining clothes" if it covers certain bodyparts such as the torso.
Kind of a big discrepancy that is significantly immersion breaking.
#2
Releases / Re: [B18] sd Mods - mostly stuff
February 21, 2018, 01:03:57 PM
The small engines in the spaceship mod apparently don't count toward the 3 engines needed to launch, is this intentional or an oversight due to recent changes?
#3
Is there a way to make this mod take into account the rules set by [RF] Faction Control? It just seems to spawn faction bases randomly all over the place instead of close together to each other, and ignores the amount of tribes it's supposed to spawn per faction.
#4
Why the h*ck is it called an "Exoskeleton Suit" if it still needs surgery to be permanently attached like an implant? Just call it a Bionic Endoskeleton or something.
#5
Quote from: Harry_Dicks on January 26, 2018, 11:52:45 PM
Quote from: MercuryDoll on January 26, 2018, 11:06:02 PM
Any chance the engines required can be lowered to 2 instead of 3?

At what point is it acceptable to just spawn another one in from dev mode? ;)
Never, because whether you build it or spawn it, it breaks symmetry either way. #aestheticsmatter
#6
Just tried this mod out in devmode to test how it works, especially in my situation. Here's my thoughts on it:
From the concept, it's great and it has incredible potential, but it has some flaws, some of them seem logical.
The climate control unit is rather wonky, and doesn't seem to be much of use if you want to use the duality of cooling air, like the vanilla cooler. It would be amazing if the CCU's system would be changed to have one input and two explicit outputs, one for cold, one for hot air (i mean, the color coded pipes already suggest this). If either output doesn't have a pipe connected, it gets dumped into the surrounding air. Here's what the setup could look like: https://i.imgur.com/wjv7pzg.png

Another thing i noticed that really bummed me was that it's impossible to use the vent system passively, meaning without an active CCU. I tried to connect an Air Intake placed outside (freezing -10°C) and a vent in my freezer. Logically, it would just pump cold air from outside into my freezer, but it actually didn't do anything. A bummer, really. because if passive temperatures were actually acknowledged, i could imagine a lot of crazy stuff. Using extremely hot air from a geyser or volcano, combined with arctic air we could create a TEG.
#7
Any chance the engines required can be lowered to 2 instead of 3?
#8
Quote from: Telefonmast on January 17, 2018, 05:06:47 PM
That is really unfortunate that players avoid it because of that..
While it currently is quite rough because it infects fast it is mostly an issue for caravans and raiders.

I will rework it tho to have it less effective, but still important.

And while I really think it just belongs to the gameplay, I suppose more options won't hurt anyone ;P
From my experience, anything that's within range more than 10 seconds (or 1 second at 10 large crystals, as their effect seems to stack) without protective gear or some boosting effects (bionics, drugs etc) is guaranteed downed and thus dead. Medicine for treatment and especially food cost is extremely high trying to save anyone, as they are constantly vomiting. I had a faction go from friendly to hostile because a caravan marched through the area, they all died quickly except one muffalo which i kept on lifesupport for a week before i gave up on them having wasted as much kibble as my Oni would eat throughout the year.
In my opinion, the initial stage being similar to cryptosleep sickness and then evolving into that stage would be better, but eh. We could definitely use some sort of area marker to let friendly pawns like caravans avoid the area, or have it pop up that "afraid of danger" notice so you could deny them access to your map at least.

Another thing i would like seeing in coming versions is an effective way to cleanse the area of large crystals and glaciers, as well as purify water. Perhaps mining machines that slowly grind away the large crystals (like mining bots that you have to build around them and take like a year to completely grind it up), and water purifier that filter the tiberium out of the nearby water (like the moisture pump).

Also facilities are pretty huge. But other than that, i'm liking collecting crystals for resources, though i wish they'd be more than just a straight up vanilla resource conversion.
#9
Outdated / [B18] [Addon] EPOE - Body Climate Implants
January 15, 2018, 11:04:46 PM


Let your nudists stroll through the snow and keep wearing your expensive thrumbo fur coat in the desert!
This small Add-On mod for Expanded Prosthetics and Organ Engineering adds two Rib Implants, each adjusting the minimum and maximum comfortable temperature of the pawn into a certain direction. Keep your cool or stay warm.
Both are unlocked with the other rib implants from EPOE and follow the same rules of distribution.
Update: Added Advanced Heating/Cooling Rib Replacements, unlocked via research. Feedback is appreciated!

Mod order: Load after EPOE.
Compatibility: Should not conflict with anything.

Download b18v1.1
Initial release version

Changelog:
17//01/2018 v1.1: Reduced component cost of regular implants, added advanced versions
16/01/2018: Initial Release


License: Feel free to add it to your modpack and make derivatives, or whatever you wanna do.
#10
From what i tested so far, blue tiberium's moss is extremely invasive, quickly covering a lot of ground. If you get blue tiberium early game, you're sodomized. Green tiberium on the other hand didn't seem to grow at all. Red Tiberium didn't spread but grew more or less consistently. This was in a cold climate (permanent winter, summer barely reaches 14°C), mind you.
Also, tiberium poisoning's very weird, it instantly incaps even thrumbos just from wandering by. But for some reason if they manage to survive the "initial" stage (and malnutrition) and advance to "moderate", the impact is significantly lower and they tend to stand up again.
#11
Releases / Re: [A17] Miniaturisation
September 16, 2017, 06:12:47 AM
A lot of XMLs for other mod-added constructibles are outdated and need to be updated, For example, jecrell's industrial age only partially works until you change the <modrequired> field to reflect the mod's <name> field in their respective about.xml
#12
Quote from: tobi1449 on July 01, 2017, 07:26:33 AM
When I've researched the honey stuff, my base started to get filled up with randomly spawning honey, please help, I'm drowning in it x(

Jokes aside, this is the error:
Exception ticking Brown: System.NullReferenceException: Object reference not set to an instance of an object
  at BeeAndHoney.CompTimedRespawn.SpawnDefAndVanishSelf () [0x00000] in <filename unknown>:0
  at BeeAndHoney.CompTimedRespawn.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

And here is the full log.

Edit: apparently this happens when a queen bee is held inside a pawn's or pet's inventory and dies. It can't despawn but every time it tries it spawns honey instead.
Can confirm this, a tradecaravan's muffalo had a queenbee in their inventory and kept spawning honey.
Exception ticking Muffalo1581619: System.NullReferenceException: Object reference not set to an instance of an object
  at BeeAndHoney.CompTimedRespawn.SpawnDefAndVanishSelf () [0x00000] in <filename unknown>:0
  at BeeAndHoney.CompTimedRespawn.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
#13
Yes please!
Also a suggestion for the next update:

The negative moodlet for people who are assigned for the work they dont like should probably be reduced (drastically).
To offset this and make it more logically, they should get a stackable negative moodlet whenever they actually DO the work they dont like, which can amount to what is currently the moodlet for assigned disliked work. (This would probably have fixed the issue with pacifists berzerking because they got a gun too.)
You could also reinstate some hard traits like doctoring or firefighting disabled, because it would make sense for them to run away in panic from that.
I also noticed negative traits having become a lot more common with pawns gathering up to four negative traits not being a rare sight in case of raiders.
#14
Quote from: Rimrue on June 20, 2017, 05:24:34 PM
However, the new version will absolutely break games started with the old version. I recommend using the old version until players finish their current game.

Bummer, is there a way to "hotfix" 1.0's issue with visitors going berzerk because they're armed pacifists though? it feels close to gamebreaking, at least it poses a rather big balance issue.
#15
Moderate Issue: Quite frequently visitors and trader caravans are generated with someone with the "Non-Violent" trait, but still have a weapon equipped which they are unwilling to part with for some reason. The massive mood debuff ends in them turning berserk quickly, end result is usually a dead visitor and angered faction.