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Messages - shadowstitch

#1
Releases / Re: [1.0-1.3] Categorized Meats
September 23, 2022, 01:07:31 AM
This is really great! I did something along these lines by hand for 1.2 and all of the Vanilla Animals Expanded expansions.  I reduced everything down to as few granular descriptions as possible, sometimes agonizing over classifications and phylogeny. It took me forever and I wasn't looking forward to doing it for 1.3.
#2
Sadly I did not. But it hasn't been very long since I posted.
Nevertheless, I suspect I'll have to relegate this one to the pile of poor game design choices that never get addressed.
#3
As topic, I'd like to see the "Automatically Select Food and Medicine" option in the Caravan Formation dialogue to be unselected by default. It's really annoying to have to go into the food and medicine tab every time, uncheck the box, and remove all the auto junk before setting up exactly what I want to take.

No, you're not taking half the hay, glitterworld medicine, and packaged survival meals with you when we have 500 perfectly good pemmican slowly rotting in the shed.

I would MUCH rather prefer the option to auto-fill food and meds be disabled by default, and have the toggle to ON be the option, instead of vice versa. I've seen other people complaining/commenting about it, but no one seems to have a solution yet, other than to just do it manually every time. I can't see any easy way to change it myself, and I'm not nearly versed enough in Rimworld core code to alter that kind of functionality.
#4
Of what I've tested in 1.2:

Advanced Bridges seems to work OK.
Wild Cultivation throws a Harmony error but it still works.

Fishing 1.0 throws an error, doesn't crash, but doesn't work.
Fishing 1.1 from Gorre above seems to work.

Tribal Pawn Names causes an unrecoverable error.
Editable Backstories causes an unrecoverable error.
Archipelagos causes an unrecoverable error.
Rational Romance causes an unrecoverable error.

YMMV. RIP Rainbeau's mods.
#5
I love Archipelagos, but it's always a little unsettling to get a random trade caravan on an island base surrounded by impassable ocean tiles in every direction.
#6
I miss the QOL tweaks for Meal Equivalency, Surgery Estimates, Butchering Storage and Walking Off Bruises.  After using them for so long in earlier versions of Rimworld, their absence is conspicuous in my 1.0 playthroughs.
#7
Releases / Re: [1.0] Mend And Recycle
December 16, 2018, 07:58:27 PM
I keep getting cargo pods dropping Mending Kits, even though I'm using the Easy version that doesn't require them. Is there a way to disallow these items from being randomly included in cargo pod drops without brute force removing the def entirely?
I can't figure out a way to sidestep Incidentworker_ResourcePodCrash to exclude these items specifically.
#8
Releases / Re: [1.0][B19] Doors Close Fast Again 1.0.1
November 30, 2018, 04:22:35 PM
Thank you very much for this.
Sucks that it takes so many mods to undo all of the dumb nonsense changes and return Rimworld to a playable state.
#9
First off, thank you for updating this to 1.0. It remains an invaluable mod.

I keep noticing something strange with the temperature equalizing in Rimworld 1.0, that may be a vanilla issue entirely unrelated to redistheat, but redistheat doesn't solve the issue, either.  I don't think it's just my imagination.

Vents seem almost worthless, in how little they normalize temperature between rooms.

For example, if I build two identical adjacent 5x5 rooms, and put a heater/cooler in one and a vent between them, the temperature only normalizes a very limited amount between rooms compared to earlier versions.

Testing inside a cool base averaging 15c, a heater in one room will reach 21c easily. But an adjacent room connected by either a vanilla or redistheat vent will be practically unaffected, hovering around 17c. Even double walled, it doesn't remain insulated at all, and this gap only widens the colder the ambient temperature is.

Take a map with a cold ambient temp of -30c, two adjacent 5x5 rooms, double walled and connected by a vent, and only one with a heater. The heated room will struggle to maintain 19c, but the one next to it will barely approach 8c. Better than the outside temp, but still unsatisfactory. Adding two more heaters to the first room allows it to stay stable at 21c, but the room next to it still will not go above 10~12c.

When I have no choice but to put a cooler or heater in every room to maintain a stable temperature, it defeats the entire purpose of having vents in the first place. Is there any way to tweak the effectiveness of redistheat vents, to make them more efficient in trading temps?
#10
I could kiss you, nethrez1m. Thanks for maintaining this small but vital mod.
#11
I'm using Qualitybuilder for 1.0, and it's still doing that thing where, after defeating an enemy base/outpost and claiming the furniture, if you deconstruct a buildable furniture object, the object is automatically replaced with a Qualitybuilder blueprint of the same thing, awaiting reconstruction.

I don't know if this is strictly Qualitybuilder's fault, or some other mod interfering with it, but it's done it to me since at least b18.

And thank you so much for Deadmansclothing. Permanently tainted clothes is one of the dumber nonsense additions to Rimworld.
#12
Releases / Re: [1.0] Smart Medicine
October 26, 2018, 05:27:15 PM
Could I suggest the option to disable the "use best medicine for surgery" toggle in the pawn -> health -> overview panel?
In my game at least, it causes "metabolism" at the bottom of the list to be halfway cut off by the bottom bar of the screen. And I believe this option is toggle-able elsewhere, so there's already some redundancy there.
#13
Same here. I never really used the central AC/Ducting part, but the toggle vents, powered vents, and assorted heater/cooler sizes were just great. I'm just now starting to play 1.0 and I miss them terribly.

I tried updating the defs, but it just doesn't work. There's something in the assembly that needs tweaking, and I'm not quite to that point of desperation just yet. Bettervents/Bettercoolers is scratching the itch for now, but it's definitely not the same.
#14
I have run into an issue with the Bridges and the "Minify Everything" mod, (https://github.com/erdelf/MinifyEverything) where "uninstalling" or "moving" a bridge segment leaves behind a modified version of the original terrain, marked "(under bridge)". I can't build a new bridge on it, and I can't change or interact with it, but I can use godmode to force re-set that terrain to its original state.
Is there any way to tweak compatibility to accommodate this mod, or should I just manually disallow bridges from being moved?
#15
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
February 06, 2018, 11:56:01 AM
No offense, but I wasn't asking for workarounds. I do not want to install other mods to partially address an issue with this one, and I do not want to manually restrict colonists by zone or ownership. I just want to limit how many pawns can freely choose to use the Quarry simultaneously.