Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - OnlyMarvellous

#1
I don't use CE, so I didn't try to make it compatible with it. I'm not sure if it would be. I just took the default High Caliber and made every weapon able to be crafted. I made the guns slightly more expensive to craft than the vanilla versions of those guns, and they're unlocked with the same research.
#2
I've experienced this on 1.0.2282 as well, and it's easy to reproduce.
I won't upload a save because my save is modded, but this bug can be reproduced in two seconds on a brand new save with no mods active, which is how I tested it.

Create a stockpile and disallow everything except something that can't rot, like stone blocks. Now save the game and reload. That particular stockpile won't have "Allow fresh/rotten" visible any more. If you then allow food to be stored in that stockpile, and save and reload again, you'll find either "Allow fresh" or "Allow rotten" has returned, but probably not both.
If you have a stockpile and only allow food, then I don't think either of the "Allow" checks will disappear at all. It only seems to occur with certain categories, and it occurs in both dumping stockpiles and regular stockpiles.
#3
I can't think of any specific mod that allows you to do this, but it's pretty easy if you want to edit the save. Notepad++ is very good for this. Try to find a guide for basic save editing if you'd like to go down this road, but be careful because you can do some real damage if you mess something up. Always make a backup of your save, too.
#4
Thank you very much, AngleWyrm. I've attached them to comments on those mod pages as well in case anyone else would like to have them.
#5
Outdated / Re: [A16] Hauling Hysteresis
May 01, 2017, 12:40:36 AM
The mod author hasn't been active since February so I think he may have moved on for now. I asked for some links to RimFridge and Hauling Hysteresis in another topic and a user named AngleWyrm replied with the zip files. I'll attach them here as well in case anybody else comes here looking for these particular mods.

[attachment deleted by admin due to age]
#6
Outdated / Re: [A16] RimFridge
May 01, 2017, 12:36:45 AM
The mod author hasn't been active since February so I think he may have moved on for now. I asked for some links to RimFridge and Hauling Hysteresis in another topic and a user named AngleWyrm replied with the zip files. I'll attach them here as well in case anybody else comes here looking for these particular mods.

[attachment deleted by admin due to age]
#7
Mods / Link to RimFridge and Hauling Hysteresis?
April 28, 2017, 10:33:36 AM
The links to all of Vendan's mods are no longer working and he hasn't been active since February. I'm coming back to RimWorld after the A16 update and these are the only mods that I can't reacquire.
Could anybody who has them please upload somewhere and send me a link so that I can download them?
#8
Thanks for the mod, Theubie.

I wanted to let you know that adding "<soundWorking>Interact_Drill</soundWorking>" to the RecipeDefs will cause the Core Drill to play the same sound as the vanilla Deep Drill when it is used. I didn't like that the Core Drill was silent, so I made that edit for myself. However, others may wish to have a sound played as well. So I thought I'd post here so that you may add the sound to your mod, and/or users can do it themselves.

So, the recipes should look like this:

<RecipeDef>
      <defName>MiningDeepJade</defName>
      <label>mining deep jade</label>
      <description>mining deep jade.</description>
      <jobString>Mining deep jade</jobString>
      <workAmount>5000</workAmount>
      <efficiencyStat>MiningSpeed</efficiencyStat>
      <effectWorking>CutStone</effectWorking>
      <soundWorking>Interact_Drill</soundWorking>
      <workSkillLearnFactor>0.2</workSkillLearnFactor>
      <products>
         <Jade>5</Jade>
      </products>
      <workSkill>Mining</workSkill>
   </RecipeDef>
#9
Thanks for this fantastic mod, Dismar. I've gone through your RecipeDefs and made a few spelling corrections/changes to a lot of the entries and I was wondering if I could post it here for others to use as well. Everything I did was cosmetic and won't change the way your mod functions.

A few of examples:

I changed bills from "Ground _____" to "Grind _____"; ground being an adjective and grind being a verb. You grind something, and it is then ground.
I also changed all instances of "leafs" to "leaves". Leafs is (apparently) considered correct these days, but I have always known them to be "leaves" and not "leafs".
I changed the names of the bulk recipes, for example; "Make Lavish Meals (4)" was changed to "Make four lavish meals".
Some spelling or grammatical corrections and alterations were also made. Removing/adding capital letters where necessary.


I can't list every single change I made, but they were all along those lines. Again, no values were altered. Some other people may find that my changes make things a bit neater or nicer to read, but I won't post the edited files here without your permission. If you allow it, I will try to get them posted here as soon as possible.


EDIT: I should mention, I did this on your latest 5.1a release.
#10
Thanks a lot for this excellent mod.

I'm waiting for the hippie camp to send an ally with good stats onto my map. I'm going to kill anyone they are with and then capture the good one for recruitment. I came to this decision because the hippies keep sending me their drug caravan and I simply do not need drugs. I'd rather one of the other factions send me an exotic goods caravan or a bulk caravan, but these hippies are just too eager to bring me drugs, hahaha. Don't take this as a criticism or a complaint, because it's not. I just thought I'd let you know that I'm going to assault your hippies for being too friendly. Oh and, again, great mod.
#11
Quote from: Dingo on October 24, 2016, 06:00:03 AM
You could theoretically rewrite pawn logic for that but I think it's a bit (read: a lot) more complicated than what I've done with the mod. Maybe if someone else can chip in and offer some code.

Small edit: Just to expand on the above, it would most likely require overriding/detouring WorkGiverUtility and/or HaulAIUtility which is possible but would mean you override it for everything. I think that's better left to Ludeon or someone with a lot of experience to avoid f***ing everything.


I see what you're saying. Perhaps I'll put it forward as a suggestion for future game updates. Thanks for your response.
#12
Excellent mods, Dingo. I do have a suggestion. I'm not sure if it's possible but, if it is, I think it would be a good addition to Refactored Work Priorities.

You would have seen this before. You have some blueprints ready for, say, a 20 tile wall. On 6 of those tiles, there is something in the way and construction cannot begin until this thing has been moved off the tile; a rock chunk, for example. The hauler brings resources to the blueprints and fills the 14 tiles that have no obstruction. Now, though, instead of removing the rocks from all 6 of the remaining tiles and then delivering resources to all of them at once, they will do it one at a time. They move the rock, get 5 blocks, deliver the blocks, then repeat. Builders will do this, too.

So, is there a way to have them move all of the chunks and then deliver resources to all of those spots at once?
#13
Quote from: Jamestec on October 20, 2016, 09:08:48 AM
The reason why Psychology put that as a nullifying trait is that there is an additional entry for BleedingHeart which makes it worse as shown in KnowGuestExecutedBleedingHeart

Ah, I see. I've put it back to the way it was, then. Thanks for clearing that up.
#14
Hey, Jamestec. I use a few of your mods and they are all well done. However, I did notice, in your Savage Prisoners (Psychology Compat), that you have Bleeding Heart as a nullifying trait for all of the thoughtdefs.

From the Psychology page, talking about the Bleeding Heart trait; "This pawn is a big old softie. They will be pleased by doing things that help others, and more traumatized by brutal or senseless acts like mistreatment of prisoners or killing. They also will not get along with psychopaths."

I believe Desensitized (from Psychology) would be a good trait to go in Thoughts_Memory_Death, but not the Thoughts_Memory_Misc. Desensitized Pawns are described as follows; "This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body."

A desensitized pawn probably wouldn't mind if a prisoner died, but their mood would still be affected if the prisoner's organs were harvested or if they were sold into slavery.

I've made those edits on my end, but I wanted to let you know. If it was a mistake then I'll leave the changes in, but if you chose to put Bleeding Heart in there for a reason then I can change it back.
#15
Outdated / Re: [A15] Tiny Table (1x1 table)
October 20, 2016, 07:27:01 AM
Many times have I seen a pawn put a meal on top of another pawn's meal, so I think this table will work fine. It would be good for prison rooms.