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Messages - dookie

#1
While someone could find this mod using a web search, that host site is not technically legal.  Since you have a restrictive copyright (i.e. no inclusion in modpacks, no derivatives even with attribution); it doesn't make sense that you would direct users from this forum to that "alternative" Steam workshop. 

Of course, you can publish your mod however you like, but it would be very simple to attach to the original post or upload it somewhere.  If you're taking the time to update this thread, that isn't really any extra effort/work.  People on Steam are practically just as anonymous, and if you attach it to this thread, there would be a download counter as well. 

There are rational reasons why many of us don't use Steam and/or its Workshop, which I won't get into detail here.  My point is, people are going to keep asking for a download regardless, especially since your explanation is pretty contradictory.  Don't misunderstand: I'm not saying you have to explain yourself.  I'm only putting forth a suggestion.
#2
Releases / Re: [A17] A Dog Said... Animal Surgery
July 01, 2017, 04:07:50 AM
I finally got a chance to try out this new version of the mod.  I like the new features such as curing old ailments and research.   

Thank you very much for the update.

I voted "no" for 2 reasons, and neither have to do with attack squirrels--I only rarely use animals in combat:
1) unless LBE updates his "easy patcher" accordingly, this will create more compatibility issues when using other mods which add animals
2) this is a personal play style issue that doesn't necessarily apply to everyone.  I dislike making prosthetics/bionics for pawns unless it's injured or wounded, and when several are afflicted it's already hard enough to remember which and how many parts need to be made.  The limb sizes would add another layer of micromanagement and lead to a harder time procuring animal parts.  There's usually a bunch of unused parts taking up space that I've wasted resources/silver on because I made mistakes assuming they were what were needed.

In any case, I appreciate the thought and work put into this.  Thanks again.
#3
Outdated / Re: [A17] A Dog Said Easy Patcher
June 26, 2017, 09:32:09 PM
Quote from: spoonshortage on June 26, 2017, 01:23:50 PM
A dog said has been updated today, you might want to look into that.

Cool, I saw that earlier.  Thanks for the updates; appreciate the work. :)

I haven't had a chance to test it yet though, but I'm guessing, at the very least, some new features you added won't be working for modded animals until LBEaston updates this patcher as well. 
Otherwise, each animal mod would probably need an update, but unfortunately some of those modders seem somewhat inactive or hadn't bothered putting in A Dog Said compatibility in the first place.

I'll report back later after testing, either in your thread or this one depending on the circumstance.   Thanks again.
#4
Outdated / Re: [A17] A Dog Said Easy Patcher
June 26, 2017, 12:47:42 PM
Quote from: Canute on June 26, 2017, 10:43:04 AM
doh, just this one parameter. Maybe i should read closer, i though i would need to edit each bodypart.

Thanks.

No problem, I was fiddling with the recipes section of that minion Def file before I found this patch mod.  But instead of adding a line for each body part, which might not even work, this mod does all that for you.

After I carefully read the instructions, it became clear that it works by body types.  For example, some animals like dogs have 4 legs and a tail, but minions have 2 arms and 2 legs but no tail.  That's probably why A Dog Said doesn't automatically work for modded animals.  Once you indicate the correct body type for the "ADogSaid" attribute in the ThingDef parameters for a particular animal type, this patch allows you to use A Dog Said animal parts and surgeries on those animals.

Load this patcher mod after A Dog Said and before the mod(s) you want to patch.  In this case, modlist order would be:  ADS, ADS Easy Patcher, then Minions.  (btw, I'm using over a dozen other mods, some of which add other animals, and there's no conflicts)

This way, you can make any mod which adds animals compatible with A Dog Said by just editing one line in the ThingDef.  It's pretty easy stuff, so this patcher is great.  Big thanks to LBE.

#5
Outdated / Re: [A17] A Dog Said Easy Patcher
June 26, 2017, 09:35:58 AM
Quote from: Canute on June 25, 2017, 08:58:33 AM
Just a question, did you made this update for Minion so far ?
I notice i could install regular bionic's on minion but thats a bit expensive.

I was about to ask the same question, but I just went ahead and added the extra def to Minions myself.  It works perfectly so far.  All my minions who showed up with asthma and heart diseases have been cured with animal bionic organs (i.e. lungs and hearts).

The instructions that come with the this patch mod make it extremely easy and clear how to add it yourself.   Goto your "Minions V4.1" folder under /mods/ and there should be a folder called "Defs" and under that "ThingsDefs_Races".   
(.../mods/Minions V4.1/Defs/ThingsDefs_Races)

There's a file in there called Races_Minion_Base.xml <-- edit this file with any text editor such as Notepad (or Notepad++).     
The second or third line should start with "<ThingDef..."
Simply add ADogSaidBody="LegsArms" to the parameters since minions are humanoid 'animals' with arms and legs, etc. as defined by the patcher's instructions.
If you're unsure, just make that line look like this:
<ThingDef ParentName="BasePawn" Name="MinionThingBase" ADogSaidBody="LegsArms" Abstract="True">

Save the xml file, and reload the game.  You should be able to install animal organs/parts on minions now.
#6
Quote from: Spdskatr on June 15, 2017, 08:27:43 AM
I fixed it! :D

Thank You.  I'm guessing not that many people use SS Clocks, but I'm grateful. 

Your other mods are great as well.  The automation stuff is really cool, although I've only tested/played with the animal station and cultivator so far.  The lightning rod is cool too. And moreover, who doesn't need bigger batteries and fuses or damage indicators? 
Your mods are some of the most useful ones available IMO.  Thanks again.
#7
Tools / Re: [Tool] (A17) Save Game Manager
June 13, 2017, 07:41:18 PM
The save editor is great, and I've successfully been using it for quite a while through the various iterations.

I have a bug to report though:  when I open the app and a save file, the drop-down list for adding traits is missing.  When I click the button for "add" as in add a new trait, it defaults to "nudist" which I guess is the first selection. 

The app's window box didn't used to be locked on maximize and oddly formatted like this.  I tried using previous versions (eg. v0.6.1.0) and the previous saves before I ran into this bug, but the traits list is always missing regardless if I revert to a previous editor or save file.

I thought it might have been a conflict with the MAI mod (https://ludeon.com/forums/index.php?topic=3612.0) since the save editor doesn't recognize my constructed MAI bot as a colonist, even though in the game, it has the exact same type of attributes and abilities as any other colonist/pawn.  However, this couldn't have been the cause for the bug, because like I said, I tried editing older saves from before I installed the mod.

Any help or suggestions would be welcome.  Thanks in advance.
#8
Quote from: coldcell on June 13, 2017, 01:46:21 PM
The damage indicator mod uses Harmony patches. What is this Harmony patch and how do I get it?

Harmony is a tool/library that comes included with mods which use its patches.  You don't need to get it separately.
#9
I really like 12hr time and the additional info of SS Clocks; but either something corrupted my save file, or the mod is trying to pull numbers from the wrong place. 
Therefore, the "Days passed since arrival" is returning "{0}" and throwing errors.  I'm guessing some reference is off since the number of days per quadrum is "{3}" instead of the actual 15 days.

Rimworld throws the following recurring error hundreds of times, even when the game is paused, whenever a clock is installed:

QuoteException translating 'Days passed since your arrival: {0}
Current quadrum: {4}
Local season: {2}

The year is divided into 4 quadrums of {3} days each. Quadrums are the same everywhere, while seasons are different in different places.

Local seasons for each quadrum:
{5}': System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Translator:Translate(String, Object[])
MoreTimeInfo.DateReadoutAdvanced:Prefix(Rect)
RimWorld.DateReadout:DateOnGUI_Patch1(Rect)
RimWorld.GlobalControlsUtility:DoDate(Single, Single, Single&)
RimWorld.GlobalControls:GlobalControlsOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
#10
Releases / Re: [A17] A Dog Said... Animal Surgery
June 12, 2017, 09:50:29 PM
Quote from: spoonshortage on June 12, 2017, 09:21:51 PM
I did actually update the dropbox files with the powerclaw etc at the same time.

Ok, I didn't notice the files had changed, my bad.  Thank you.
#11
Releases / Re: [A17] A Dog Said... Animal Surgery
June 12, 2017, 09:06:29 PM
Please update non-steam files for download.  The dropbox link doesn't seem to have the newest version.

I think LE's A Dog Said - Easy Patcher is looking for the scyther and power claw, and therefore is throwing errors.  I'd really appreciate the newer files for the mod version with these so the errors go away.

Thanks in advance.
#12
Quote from: Spdskatr on June 12, 2017, 03:50:15 AM

Welp, my bad.

NP, thanks for the git update.
#13
Quick request:

Would you please update the git or upload SS Clocks somewhere for version alpha 17? 

It is marked as available for a17, but that version is only on steam workshop.  The link for the repo hasn't been updated in months.  I would really appreciate if you moved the newer files somewhere for download.
Thanks in advance.
#14
Quote from: spoonshortage on October 23, 2016, 07:01:38 AM

are you sure the surgery was successful? bc they can fail like with the human surgeries...idk what else to tell you I tried it myself with a monkey who had a missing hand and it worked as it should:

Yes, that must have been what happened: the surgery failed.  But like I said, there was no indication of this.  I tried doing the whole process again, and it worked just like your example.   Thank you for the reply. 
#15
Maybe I'm missing something in the process, but I got a monkey with a "shot off" right hand due to a friendly fire accident.  So, I crafted an animal bionic arm since there's no specific "hand" prosthesis, and then created an operation bill to attach the arm.  One of my medical pawns performed the surgery, but upon completion of the surgery, the monkey still has a missing right hand that's "shot off" and its manipulation is still "poor."   

Did the surgery fail?  If it did, there's no indication.  It's not acting any different from my other monkeys and animals, and there's no evidence of the surgery ever occurring according to any of the info tabs.  Oh well, it doesn't really matter because monkeys don't do much of anything... but this whole procedure was strangely anti-climactic and seemingly a waste of time/resources. 

Am I missing something?