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Messages - Tammabanana

#1
Hi, everybody. I have a bad case of Life, and will be unable to B18 my mods (or make requested improvements, fixes, etc.) Please feel free to update these for the new release(s).

GitHub links to the mods are on the OP. You can fork, or I can add you as a contributor, or you can just download, edit, upload where you upload, and link in this thread. I can add you as co-author on the Steam version so you can update there, or you can create a separate B18 version of the mod on Steam. Whatever. You do you.

Please post here to let others know where a B18 lives; please link to this thread so folks can get earlier versions and track credits for original artists and stuff. Please also credit artists on the B18, I did none of the art. Check in with them for permission before using their work outside the scope of the existing mod, unless my mod notes that the art was already nabbed from a public domain source.

#2
TA1980,

Rimworld <nutrition> doesn't really hold the same definition as RL nutrition. All Core recipes increase Rimworld-nutrition when processing a raw yucky thing into a cooked thing. I kept its ratios consistent with similar Core recipes to maintain balance. I leaned towards Pemmican as the closest analogue. (Each Pemmican only has 0.5 nutrition, but the recipe produces 16 of them, not the 10 you'd expect if you're not changing the total <nutrition> value merely for the sake of preservation.)

Tam
#3
Quote from: kaptain_kavern on May 27, 2017, 03:22:24 PM
OMG i'm confused and sorry  :-[

Dully noted. It will not happen again o7

lol! No worries, it's a common assumption. I'm only offended by it when the gender-realization is followed by sleaze.
#4
Quote from: kaptain_kavern on May 25, 2017, 09:14:51 PM
While we were AWOL, Tammabanana took the burden to maintain and update it. I'm glad he did.

She. I was wondering why my pawn had such a manly jawline...  8)
#5
You're so very welcome! I love the work you guys did on this mod.

I'd be happy to join you on it, though I'm not sure how much time I'll have. RL's a bit demanding lately. I'll see you on the GitHub!

Edited to add: I lol'd so hard about the Shinzy's pyrodemise that my kid asked me what was funny, and I totally couldn't think of a short way to explain, y'know? I had to yell at him to go back and eat his dinner like I told him to three minutes ago just to distract him.
#6
I like my cowboy hat. Howdy.
#7
I have tested, yayyy! Pygmy Muffalos, Travel Rations, and Smoked Meat now all have A17 releases at their GitHub Links. Only Smoked Meat has an A17 version on Steam, on account of major changes; the other two will update on Steam at their current locations.

AngleWyrm: thanks for the update! I think I'll re-write the dandelion harvestability using the new xpath thingy first, then test whether the Pests! conflict still exists (if there's an A17 Pests! yet - maybe poke around in its A16 code to see what might have caused the conflict in the first place, if not) and go from there.
#8
Quote from: robottoast on May 20, 2017, 01:10:31 PM
When I do this it doesn't show up in my mod list, is that normal? (all my other mod are steam mods if that makes a difference....)

Did you put a folder in, or was it still a zip file? Gotta unzip it.
#9
Current A17 updating status, since I'm here:

Pygmy Muffalos and Travel Rations are theoretically A17'd and available on GitHub, but I haven't tested them yet to be absolutely sure they work, so I haven't created an official release. You would have to download from the Code tab.

Kitchen Counters becomes largely obsolete in A17, with the Equipment Rack becoming an all-purpose 2x1 shelf. It looks like vanilla is still missing a 1x1 shelf. Plan: I'll check to see if anybody's gotten around to a 1x1 that balances against the new 2x1 first. If they have, I'll redirect Kitchen Counter users to that. If nobody has, I'll make it.

I haven't looked at Smoked Meat yet. That's next on the list for checking code against vanilla analogues.

Testing on my end only happens when (a) either kids are asleep/out-of-house or (b) allowed to play video games themselves and (b1) not stealing my computer, so be aware: theoretically sound A17 updates will hit the GitHub code long before I've had a chance to test them, because that's the part of the modding I can get away with without being pestered about why I'm allowed to play video games and they're not. If you choose to risk them and find bugs, please let me know.

I'll be testing and officially releasing A17s of the already-released mods first, so Initial Conditions: Subsistence is last in line. (The other WIPs are still tabled.)
#10
Quote from: AngleWyrm on May 20, 2017, 12:42:55 PM

Dandelion woes
My grazers are getting stuck on the dandelions.

They eat them down to 8%, but then the dandelions don't seem to get any smaller than that. They just stay at 8% while being eaten.

So the creatures get taken out of the game, eating a dandelion all day long because they have almost no food value.

My temporary fix has been to change the nutrition of dandelions to fill a creature all the way up in one nibble.

I'll have a look while I A17 it. Question: are you also running Pests!? I saw that happen a while back, didn't pay attention to what the muffalo was stuck eating all day. It went away when I turned off Pests!, and I was playtesting something else, so I didn't look into it further at the time.

It might be a conflict between those two mods. I deliberately made the dandelion items low-nutrition because they're ubiquitous and you really would need an armload of salad to make a meal, but maybe there's a way to make the nutrition of the plant higher than the nutrition of the gathered items or something.

I'm probably going to rework that overwrite into the new xpath thing, when I figure out how that works - that's likely to take me some time.
#11
D'oh!
#12
For Rimworld alpha in particular, I think a lot of mods are part of the community conversation about what we like about the game vs. what we'd like to see improved. Mods people consider "essential" are generally the ones we agitate for Tynan to incorporate into the core game somehow, as development progresses.

I would encourage you to check out any mod that addresses an aspect of the game that you find annoying, actually, and provide feedback on whether it's solving the problem or needs more tweaking or somesuch. I'm preeeeeetty sure mods are a method of community feedback to Tynan.
#13
Help / Re: Crafting with hay?
May 02, 2017, 03:20:58 PM
You don't even need to Stuff it, you can just list it as a thing-ingredient instead of a category ingredient. See Recipes_Drugs in Core - the recipe goes like


    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>RawHops</li>
          </thingDefs>
        </filter>
        <count>25</count>
      </li>
    </ingredients>


I think the only reason to Stuff it would be if you want to be able to make straw hats, AND hemp hats, AND cornhusk hats, or something like that, all with the same hat recipe.

I'm with Shinzy on ingestibility.
#14
Quote from: Canute on May 01, 2017, 03:32:48 AM
Or maybe they used this :-)
https://en.wikipedia.org/wiki/Virgin_boy_egg

Wowwwwwwwwwwwwwwwwwwwwwwwwwwww. That... is... kind of Rimworldy.

Actually, I bet that's a version of the alkali thing. Urea's very ammonia. https://en.wikipedia.org/wiki/Urea
#15
Quote from: Rimrue on April 30, 2017, 07:16:30 PM
Should we team up to make a mod pack??? :D

Theoretically, I am so into this.

But in practice, I am currently super scattered, so I can't promise to be super useful and I've been going awol for like weeks at a time. Sooooooo, I think maybe the best I can do is be all: I'm totally going to be looking at your mods whenever I pick up my tribal-specific intentions again, so as to make sure we're not conflicting/duplicating (at the very least!), and maybe we can arrange to use the exact same Designation Categories or something so that our stuff blends nicely? Like... a really slowwwww mooooooo modpack collaboration?