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Messages - FreyaMaluk

#1
all Fluffy mods :)
#2
Releases / Re: [A16] More Monstergirls
March 10, 2017, 09:38:26 AM
(ง︡'-'︠)ง
#3
Releases / Re: [A16] Mending
February 19, 2017, 08:04:18 AM
@notfood can you please include the "normal" version... with repair kits??
#4
Quote from: Wishmaster on February 18, 2017, 07:39:38 PM
... I'm back in RimWorld after all ! I would like you guys to test this version before I make it official.

I've made a new version following some suggestions (cannibal filter, pets hunting animals to be tamed).
But the most important change is related to the nutrient paste dispenser.

change list v1.1d (2017.02.18)


  • New: Nutrient paste dispenser rework..
  • New: Your pets won't hunt animals marked for taming..
  • New: Can now set a strength ratio limit for your pet's preys (default is 0.25, vanilla is 0.5).
  • New: You can now feed incapacitated colonists like animals as well as prisoners. Feed them with human corpses, they won't say anything.
  • New: Most mod options are now default hidden..
  • New: Added language file..


  • Fix: Downed but not incapacitated colonists not fed normaly.
  • Vanilla Fix: Error when warden wants to bring food to a prisoner in a room with a nutrient paste dispenser.
  • Improved nutrient paste dispenser:

    • The dispenser will now pick ingredients smartly. Bad tasting raw food > tasty raw food > insect meat > human meat.
      If your pawn is cannibal, it will use human meat at first ! It also prefer ingredients that will rot sooner.
    • You can also force the dispenser to output meals. Very useful when preparing for a travel.
    • Visitors will now use the Nutrient paste dispenser. Seriously, why do visitors take the raw food from hoppers instead of using the dispenser ?
    • Fixes the vanilla error when wardens want to bring food to a prisoner in a room with a dispenser.
    • (Optional) Cannibal nutrient paste meal is now a separated item. Useful to avoid to stack it and mix ingredients with non cannibal meals.

Download here WM-Smarter-food-selection-v1.1d-prerelease.zip


@ambivalence

Make sure you are using the latest stable version (1.1c).
If you are already, try this one and please post the error log again. It should show up with more informations.

so glad you are back... and yeap... this mod is perfect fit for VG.. you should consider making a compatible version :)
#5
Outdated / Re: [A15] Pottery Mod
February 17, 2017, 06:55:02 PM
Quote from: MasterDihtung on February 17, 2017, 04:44:26 AM
Quote from: FreyaMaluk on February 14, 2017, 02:40:10 AM
Quote from: MasterDihtung on January 11, 2017, 12:07:21 PM
Quote from: Hydromancerx on January 10, 2017, 06:55:39 AM
Please Update for Alpha 16!


I should be back to modding by february. I'll update most of my mods then.
I'm sorry I can't do it sooner..
not to be pushy or anything... well.. maybe a little.. but you said you'd be updating your mods in February?? Well.... February is already here!!... sorry... don't hate me  :'( .. I love your mods...  :-[


I am terribly sorry everyone, but I will have to discontinue all of my mods so far.
I have recently moved from my home country to Australia and had to find some more permanent accommodation, a new job and basically start my life from scratch again. I thought that I would at least have some time to update these mods to current version, but unfortunately, I couldn't even find some time to do that.

It might be a long time before I start uploading/updating stuff again, so the only reasonable thing to do is to leave these mods for someone else to maintain/update for the time being...

As always, everything from these mods is available for everyone to use.

Thank you all for your support!

for everyone interested.. this an other of MasterDichtung's mods have been updated to A16 as part of a ModPack called Hardcore S.K.

and I do wish you the best in this new phase of your life @MasterDichtung  :)
#6
Quote from: Yck on February 16, 2017, 07:59:00 PM
I have two questions.

2) Googling on how to make Pemmican, I've stumbled upon posts saying that Hardcore SK comes with a Help tab, that is, a tab one can use to look for info on any item, including the corresponding crafting station. I've also found someone, on this very thread but more than a hundred pages ago, talking about said Help tab and posting a screenshot of it. Link to the mentioned post: https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016

But the thing is: I don't have a Help tab in my game! Is it a bug? Have I made some sort of mistake during installation? Or has it been removed in the last versions of the mod?

Thank you guys for the help.

EDIT: The mentioned post and print aren't exactly in this thread, but on Hardcore SK Alpha 14e's thread. Still, it's the same mod, so my question stands.

the "help tab" is actually called colony manager.. look for the manager tab
#7
Mods / Re: Valve planning to monetize mods (again)
February 16, 2017, 10:14:01 AM
All I have to say is that Valve can take it's greedy lil fingers and stick them into it's big corporate rich ass...
and for modders support I do agree that Patreon is the better alternative...
#8
Outdated / Re: [A16] Miniaturisation Overloaded
February 14, 2017, 12:06:48 PM
this in one of the most useful mods in the game.... I can't play without it... thanks ... excellent job!!
I'm using it and it workd just perfect... just one little thing... I'm playing with the modpack Hardcore S.K.... This modpack has... a lot of things... like.. woow... most of the benches do work with your mod, but there are still some things missing... how can I change it those to make them movable?? please explain in simple words... i dunno anything of coding and such...
#9
Quote from: NoImageAvailable on February 13, 2017, 02:27:47 PM
So a couple days ago I dropped by this thread and some people asked me to pick up development of this mod again. Long story short I press-ganged asked a couple people for help and we've been working on something of a reboot of CR and it has progressed to the point where I feel confident enough to announce it here.

Among other things we already fixed several major bugs and long-standing issues, such as the hunting from max range, AI problems with embrasures or suppression and armor calculations being broken. We have also made several major feature additions such as a complete overhaul of the pawn melee system (all pawns now have appropriate armor penetration stats on their melee attacks and several animals gained natural armor, no more killing elephants with bird shot) as well as a new options menu:



Right now the project is still under heavy development but hopefully we will be able to put out a stable release before the end of the month. If anyone is interested in helping out, contact me via PM on the forums or on the modder's Discord. We're in particular need of coders but more testers are always welcome as well.
OMG... excelent news!! I can't wait to see what you have in store!! :)
#10
Outdated / Re: [A15] Pottery Mod
February 14, 2017, 02:40:10 AM
Quote from: MasterDihtung on January 11, 2017, 12:07:21 PM
Quote from: Hydromancerx on January 10, 2017, 06:55:39 AM
Please Update for Alpha 16!

I should be back to modding by february. I'll update most of my mods then.
I'm sorry I can't do it sooner..
not to be pushy or anything... well.. maybe a little.. but you said you'd be updating your mods in February?? Well.... February is already here!!... sorry... don't hate me  :'( .. I love your mods...  :-[
#11
Quote from: Tammabanana on February 12, 2017, 08:07:59 AM
Quote from: Sarelth on February 02, 2017, 03:19:46 AM
Tamma, I noticed that none of the animals are set up to be usable in caravans. You can make them so by adding the <packAnimal>true</packAnimal> tag with the <race> area. They will need a Pack image to go with the regular ones. Uses the same name as the normal textures but with namePack_front. Hope that helps. If you already figured this out, I hope it helps someone else.

Thanks, Sarelth! I eventually figured that out on other mods, but forgot that it was a thing I'd skipped in the CK update. C&K made a texture for the pack elephant, even, so I can just rename that. Update on its way.

Update: Pack elephant update at https://github.com/Tammabanana/CK_AnimalPlant_Pack_A16_fork/releases/tag/1.3.1.2-A16

pretty nice... ty :)
#12
Is there a chance someone can update this mod to A16?? pleaaase
#13
Unfinished / Re: Hydro's Animals
February 12, 2017, 06:26:41 AM
Quote from: Hydromancerx on January 22, 2017, 07:48:52 PM
I think the last two are in the same mod pack. I think you can find it on the steam workshop.

I found it :)
Hardcore SK
#14
Fluffy.... just wanted to ask you if you could rescue a mod that is not being supported anymore... From I can see you are very talented, and it would be real nice if you could take a look.

Smarter Food Selection
https://ludeon.com/forums/index.php?topic=27315.0

Quote from: Wishmaster on February 06, 2017, 04:08:19 PM

Thank you for your support and I would but I'm done with the RimWorld. I just answer questions for now. I've published the source on github if someone wants to continue it.

@BlackGyver

Make sure you are using the latest version (1.1c) or formerly named "compatibility version".

It provides a way to create your own compatibility patches using XML. (check the /defs folder)

The system mod automatically set a food to a certain preference, but you can override this with those "patches".

I won't make a feature to edit food scores on the fly. I'm really not into UI.

@Wishmaster had some trouble figuring out some things that require a more advance C++ knowledge and the code is now free in github.
It's a pretty useful mod and it would be a shame that it will go unnoticed...

ok... I know it's a long shot, but I want it to suggest it in case you want to pour some of your feline magic into it :)
#15
Quote from: Tristam_Ward on February 10, 2017, 10:48:25 PM
In case you never noticed FreyaMaluk there is a setting in options to scale your UI for the most part that should help with size issues.  Unfortunately there is an issue with worktab at the moment where it doesnt display correctly if you use UI Scaling. If and when Fluffy addresses this you should be in luck.

I did noticed... however, this scaling messes up with other things.. that's why I consider that a in-mod scaling might work better for all cases... and the scaling to work that way that you can ask for bigger sizes, but not smaller scaling... which is one of the points I brought to the discussion